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		<title>Unathi Piracy</title>
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		<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;
{{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 [[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;
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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;
&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;
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 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;
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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;
&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;
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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;
&lt;br /&gt;
&#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=Notable_Unathi_Colonies&amp;diff=38715</id>
		<title>Notable Unathi Colonies</title>
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		<updated>2026-03-10T10:19:00Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&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 Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= 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;
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= Main Hegemonic Colonies =&lt;br /&gt;
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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;
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== 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;
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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 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;
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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;
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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 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;
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=== 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;
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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 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;
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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 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;
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=== 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;
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=== Culture ===&lt;br /&gt;
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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;
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=== Leadership ===&lt;br /&gt;
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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;
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== Iroue ==&lt;br /&gt;
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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;
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=== Faith ===&lt;br /&gt;
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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;
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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;
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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;
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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;
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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 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 Hegemony.&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=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;
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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 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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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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		<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;
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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;
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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>
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		<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;
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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;
&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;
&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&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;
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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;
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You can learn more about Unathi regiments in general [[Dominian_Imperial_Military#Unathi_in_the_Imperial_Army|here]].&lt;br /&gt;
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== Life for the Dominian Unathi ==&lt;br /&gt;
=== Life Conditions ===&lt;br /&gt;
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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;
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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;
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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;
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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;
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[[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;
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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;
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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;
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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;
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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;
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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;
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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;
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== Unathi Communities ==&lt;br /&gt;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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&#039;&#039;&#039;Anvil District, Jinxiang - “Anvil Towers”&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Hunter’s District, Domelkos - “Widowtown&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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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;
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&#039;&#039;&#039;Suna Village, Alterim Balteulis&#039;&#039;&#039;&lt;br /&gt;
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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;
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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;
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&#039;&#039;&#039;Minor Unathi Districts&#039;&#039;&#039;&lt;br /&gt;
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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;
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== Relationships ==&lt;br /&gt;
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[[Dominian Culture#Interspecies_Relations|More informations here.]]&lt;br /&gt;
=== Kazhkz-Hansan relationship ===&lt;br /&gt;
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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;
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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;
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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;
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[[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;
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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;
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[[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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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== Notable Individuals ==&lt;br /&gt;
=== Salak Kazhkz ===&lt;br /&gt;
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&#039;&#039;Lord of Clan Kazhkz, Son of Seryo Kazhkz, Fang Captain of the Grudgebearers, Lord of House Kazhkz.&#039;&#039;&lt;br /&gt;
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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;
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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;
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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;
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&#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;
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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;
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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;
&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;
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=== Uhszi Ski  ===&lt;br /&gt;
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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;
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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;
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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;
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=== Wall Breachers ===&lt;br /&gt;
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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;
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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;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Band members ====&lt;br /&gt;
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Wall Breachers have five members:&lt;br /&gt;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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=== Mador’s Revenge ===&lt;br /&gt;
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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;
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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;
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==== Band members ====&lt;br /&gt;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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=== The Rezlik Crew ===&lt;br /&gt;
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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;
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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;
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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;
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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;
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== Literature ==&lt;br /&gt;
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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;
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=== Empires of the Blue Planet ===&lt;br /&gt;
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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;
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=== The Moghesian Records ===&lt;br /&gt;
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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;
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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;
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=== Tales of the Past ===&lt;br /&gt;
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[[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;
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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;
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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;
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== Cinema and TV ==&lt;br /&gt;
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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;
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=== The Quests for the Ruins ===&lt;br /&gt;
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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;
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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;
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=== The Ballad of the Matriarch ===&lt;br /&gt;
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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;
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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;
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=== The Art of the Hunt ===&lt;br /&gt;
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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;
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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;
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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;
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=== Venom Hearts ===&lt;br /&gt;
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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;
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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;
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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;
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=== The Waste Hunter ===&lt;br /&gt;
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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;
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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;
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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;
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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;
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=== Last Days of Kres’ha’nor ===&lt;br /&gt;
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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;
&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;
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&#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;
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&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
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&#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;
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&#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;
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&#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;
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&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
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&#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 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;
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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;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;
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- &#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;
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- &#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;
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- &#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;
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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;
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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 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;
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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; 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;
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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 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;
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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;
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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;
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[[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;
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==Unathi Culture==&lt;br /&gt;
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=== 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;
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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 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;
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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;
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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;
&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;
&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;
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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;
&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;
&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;
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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;
&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;
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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;
&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;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&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=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;
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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;
&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;
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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; 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;
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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;
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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;
&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;
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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;
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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;
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Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
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Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
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Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
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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;
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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;
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Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
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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;
&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, 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;
&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
&#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;
&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;
=== 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 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;
&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 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;
&lt;br /&gt;
{{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=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;
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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;
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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;
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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;
&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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&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;
&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
&#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;
&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;
=== 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 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;
&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 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;
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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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		<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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{{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;
&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;
&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;
&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;
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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;
&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;
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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;
&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;
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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;
&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;
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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;
&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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[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
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	<entry>
		<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;
&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;
&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
===== 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;
&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;
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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;
&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 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;
&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 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;
&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 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;
&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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
&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 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;
&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 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;
&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 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 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=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;
{{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 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;
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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;
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- &#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;
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- &#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;
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- &#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;
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=== 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;
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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;
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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 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;
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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;
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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;
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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;
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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 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;
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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;
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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;
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[[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;
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==Unathi Culture==&lt;br /&gt;
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=== 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;
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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;
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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 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;
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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;
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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;
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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;
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Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
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Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
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Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
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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;
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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;
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Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
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Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
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Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
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Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
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Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
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Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
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Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
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Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
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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;
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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;
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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;
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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;
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(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;
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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;
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Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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==== 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;
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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;
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==== 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;
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=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
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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;
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=== 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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
&#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;
&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;
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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;
&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 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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		<author><name>Captain Gecko</name></author>
	</entry>
	<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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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;
&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_Entertainment&amp;diff=34920</id>
		<title>Unathi Entertainment</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Entertainment&amp;diff=34920"/>
		<updated>2024-12-17T11:07:37Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* The Art of the Hunt */&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;
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&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;
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== 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;
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=== 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;
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=== 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;
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=== 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;
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== 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;
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=== 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;
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=== 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;
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=== 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;
== 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;
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=== 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_Piracy&amp;diff=34919</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=34919"/>
		<updated>2024-12-17T11:06:18Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Hiskyn&amp;#039;s Revanchists */&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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Recruits 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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Taking slaves 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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Raiding 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 rogue mercenaries 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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Smuggling 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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Exploring 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;
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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;
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== 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_Abroad&amp;diff=34918</id>
		<title>Unathi Abroad</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Abroad&amp;diff=34918"/>
		<updated>2024-12-17T11:04:42Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Unathi in the Serene Republic of Elyra */&lt;/p&gt;
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Since first contact with humanity and the [[Skrell]] in 2403, many Unathi have left their homeworld of [[Moghes]] - whether as refugees, corporate employees, or simply to seek their fortune in the stars. The fires of the [[Contact War]] exacerbated this, as much of Moghes was left uninhabitable by nuclear war. By 2465, Unathi can be found across nearly the entirety of the [[Orion Spur]], in some capacity or another.&lt;br /&gt;
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Unathi are a very communal species, and this tends to be reflected in their enclaves abroad - outside of rare cases such as [[Ouerea]], Unathi communities tend to be insular, and keep to their traditional ways rather than adapting to new cultures. Those Unathi who do adopt local ways and customs are generally the more recent generations of immigrants, or from non-traditional groups to begin with such as the [[Aut&#039;akh]] communes.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Unathi in the Solarian Alliance==&lt;br /&gt;
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Unathi interaction with the [[Sol Alliance]] has always been limited - though Solarian exploration vessels did make first contact, their involvement was considerably more limited when compared to that of the [[Nralakk Federation]]. Due to the Solarian reputation of xenophobia, not many Unathi seek to visit, and to date none have ever been granted Solarian citizenship. The only Unathi community in Solarian space of any note was the [[Mictlan#Unathi_on_Mictlan|Free City of Vezdukh]] on the planet Mictlan - however, following the Solarian Collapse and the planet&#039;s annexation into the Republic of Biesel, there are now no permanent Unathi communities within Alliance space outside of the Eridani Federation.&lt;br /&gt;
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Though some of the Solarian warlords of the [[Human Wildlands]] had business dealings with [[Unathi Piracy|Unathi pirates]], these dealings have for the most part ceased as the last of the warlord states either collapsed or were integrated into the newformed [[Solarian Reconstruction Mandates|Reconstruction Mandates]]. This exposure means that the reputation Unathi have in many of the outlying regions of the Alliance is far from a pleasant one, with most contact coming in the form of pirates, smugglers and other such ne&#039;er-do-wells.&lt;br /&gt;
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===Unathi in the Eridani Corporate Federation===&lt;br /&gt;
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The [[Eridani Federation]], while a Solarian member-state, has little in common with the wider Alliance - including the presence of Unathi. Due to the Hephaestus Industries presence in the Eridani system, many Unathi working for the megacorporation will temporarily reside in the Eridani Federation - and though adjusting to the Suit culture can be difficult, a rare few Unathi in higher positions have stayed on permanently, mostly on installations such as Platform 7 rather than on the planets of Eridani proper. &lt;br /&gt;
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The most notable Unathi community in Eridani is the Aut&#039;akh commune known as &#039;The Factory&#039; - a group of Aut&#039;akh who fled from Hegemony space to the Eridani Federation, and rapidly came to view the Eridani system as a pit of spiritual evil - the epitome of everything that their religion&#039;s founders preached against. To the Aut&#039;akh of the Factory, they are almost crusaders, descending into an earthly Chained Waste in the hope of building a better world in its place. They have settled into the underworld of Eridani I, forming ties with the local Dreg population - and though they despise the corporations that rule over Eridani, many of their members will seek work with them in the hopes of improving the life of their fellow commune members. More information on the Factory and its residents can be found [[Aut&#039;akh#Eridani_Underworld_Commune,_&amp;quot;the_Factory&amp;quot;|here]].&lt;br /&gt;
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==Unathi in the Republic of Biesel==&lt;br /&gt;
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The [[Republic of Biesel]] has always been a cultural melting pot, with any manner of life from across the Spur being found within its territory - and the Unathi are no exception to this. Following the end of the Contact War, many refugees from the newly created [[The Wasteland|Wasteland]] fled to Tau Ceti, and many more have come in the employ of the Spur&#039;s megacorporations, seeking fortune in the stars. To many Unathi - whether lucky enough to have been spared from nuclear devastation or fleeing the spreading Wasteland - the torch on the Republic&#039;s flag is a beacon of hope; that they might find wealth, glory and a new home far away from the ruins of Moghes. While Unathi can be found all throughout the Republic, there are some Unathi communities of particular note.&lt;br /&gt;
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===Notable Unathi Communities in the Republic of Biesel===&lt;br /&gt;
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====Mendell City - The Akhanzi Exiles====&lt;br /&gt;
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Following the [[Unathi_Recent_Events#The_Iron_Crusades_and_Religious_Tensions_(2460-2461)|Iron Crusade]], when many of their oldest temples were burned, the [[Th&#039;akh]] monks of the Akhanzi Order fled the Izweski Hegemony for greener pastures. They found sanctuary in the Republic of Biesel, who granted them refugee status. The Order, under the guidance of Vuthix Ahkandi, established a new temple and spiritual library in Mendell City, located in District 10. Though the power of the Maraziite Order who persecuted them has been broken in the Hegemony, the Akhanzi Order have not returned to Moghes, choosing instead to try and share their wisdom as best they can from across the stars.&lt;br /&gt;
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Aside from the shamans who fled to Biesel, many Th&#039;akh faithful have since emigrated from Moghes to visit the new temple. The residential areas around the newfound home of the Akhanzi Order have rapidly become populated by Unathi immigrants. A great number of these Unathi are from rural communities close to the sites of the old Akhanzi Temples, and acclimation has been difficult for many who are unfamiliar with the language, customs and culture of Tau Ceti. However, their community is a tight-knit one, and so far they have persisted through any and all adversity that the Republic may present them.&lt;br /&gt;
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====Ashton - The Escapees====&lt;br /&gt;
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In 2452, a group of five [[The_Wasteland#Clan_&amp;quot;Gawgaryn&amp;quot;_-_The_Punished_Clans|Gawgaryn]] launched an assault on the Izweski stronghold of Camp Integrity, seizing several trade shuttles docked there and forcing their pilots to pick up hundreds of Unathi from across the Wasteland. These shuttles then set course for Tau Ceti, in the hopes of finding sanctuary from the wastes across the stars. The escapees applied for refugee status with the Republic of Biesel, and were granted it - though the bold raiders who stole the shuttles were extradited to the Izweski Hegemony, to face execution. &lt;br /&gt;
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The fledgling Republic, dealing with its newly-won independence, resettled the refugees on the outskirts of Ashton, an agricultural settlement on the continent of Selene. Though at first things were difficult, the skills that many of the refugees already had were able to be put to use effectively in the farms surrounding the city. As of 2465, the Unathi population in Ashton has grown steadily, and has integrated well with the local population - though the work in the farms of Ashton may be difficult, and very few Unathi in the community have managed to afford their own land instead of simply working for the wealthier human landowners of the region, compared to the Wasteland it may as well be a paradise.&lt;br /&gt;
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====Mendell City - The Razortail Enclave====&lt;br /&gt;
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A group of Aut&#039;akh have made their home in District 11 of Mendell City - known as one of the most violent and dangerous districts of the city. The &#039;Razortail Enclave&#039;, as they have become known, have largely turned to crime in order to survive. More information on them can be found [[Aut&#039;akh#The_Razortail_Enclave,_&amp;quot;the_Ruffians&amp;quot;|here.]]&lt;br /&gt;
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====Mendell City - The Bastard Hatchlings====&lt;br /&gt;
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Another Unathi enclave in District 11, the Bastard Hatchlings are an Unathi gang formed largely in response to the existing crime in the district, as a form of protection for the Unathi migrant workers living in the area. As the years have gone on, however, the gang has expanded its operations - gaining a major foothold in the Mendell City drug trade. Though they are far from the Hegemony, and engaging in what would unquestionably considered as deeply dishonorable behavior, the Bastard Hatchlings are largely Sk&#039;akh faithful, and cling to their own version of the Warrior&#039;s Code that is, at least on the surface, similar to that practiced in Izweski space. &lt;br /&gt;
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The Hatchlings are often even more staunchly traditionalist than Unathi actually in the Hegemony, clinging to ideas of a distant and glorious culture as they struggle to survive the streets of Mendell. Perhaps it is this that has led to frequent and violent clashes with the Razortail Enclave - as much over ideology as territory or any other material concern.&lt;br /&gt;
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Members or affiliates of the Hatchlings are often hired as muscle by other criminal syndicates, and the stereotype of the Unathi hitman is one that has already made its mark on Bieselite culture, with many holovids and films produced in Biesel featuring Unathi in similar roles. To the vast majority of Unathi, this stereotype is an offensive one and one often protested against firmly.&lt;br /&gt;
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====Valkyrie - The Fortune-Seekers====&lt;br /&gt;
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[[Hephaestus Industries]] has a large presence on Biesel&#039;s moon, as well as within the Hegemony - so it should be no surprise that many Unathi migrant workers were brought there by the megacorporation. In the shipyards, docks and factories of Valkyrie, Unathi workers can be seen, with entire clans having made the journey across the stars in the hopes of finding a new life in Tau Ceti.&lt;br /&gt;
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The idea of this &#039;Valkyrian Dream&#039; began as a Hephaestus marketing slogan, to encourage Unathi to move to the Republic as cheap labour. However, over the years it has become a reality, as the megacorporation increasingly relies on the moon&#039;s Unathi population to operate its Valkyrian facilities. Unathi have seeped into every part of Valkyrie, rising through ranks both civil and corporate into positions of power - and for these Unathi, the Valkyrian Dream may truly be fulfilled. &lt;br /&gt;
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This is the largest Unathi community in Tau Ceti, and Sinta from all walks of life and faiths can be found here. Sk&#039;akh churches and Th&#039;akh shrines can be found here, though the Aut&#039;akh and Si&#039;akh faiths are not present, with the former preferring the company of their own kind and the latter largely being relegated to Moghes. As such, the culture is an odd melting pot from across Moghes, with food, music, faith and tradition from nearly everywhere melding together into a culture that is unique to Valkyrie, but an unquestionably Sinta one. &lt;br /&gt;
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The Unathi of Valkyrie are, to many, a model community - hard workers, diligent in their duties and ambitious in the pursuit of a better life for themselves and their kin. Others, however, resent them for their Hephaestus ties, or how they tend to look down on less well-off groups of Unathi in the Republic - particularly criminal groups such as the Razortails or the Bastard Hatchlings. To many of the Unathi living in poverty in Mendell, the Valkyrian Unathi are nothing but obedient lapdogs, happy to trade the Hegemon&#039;s boot on their neck for that of Joseph Dorn or Titanius Aeson.&lt;br /&gt;
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====Valkyrie - The Jhakal Syndicate====&lt;br /&gt;
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The Unathi noble clan known as the Jhakal Syndicate has seized a great deal of power on the docks of Valkyrie, taking their cut from smugglers and traders alike, and securing their power over the moon. In recent years, concerns have arisen about the possibility of succession, as the clan’s current ruler grows older - but all those who seem positioned to succeed her may not be up to the task. Though the Jhakal have secured wealth and power greater than they ever had on Moghes, only time will tell if it will last - or if the clan will experience a second fall. More information on the Jhakal Syndicate, and their dealings on Valkyrie, can be found [[Unathi_Crime_And_Enforcement#The_Jhakal_Syndicate|here]].&lt;br /&gt;
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====Luthien - The Pact====&lt;br /&gt;
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Another Aut&#039;akh commune in Biesel, the Unathi of the Luthien Pact work closely with the megacorporations, granting them a better quality of life than many of their kin elsewhere in the Republic - though at the cost of their prized freedom. More information about the Luthien Pact can be found [[Aut&#039;akh#The_Luthien_Pact,_&amp;quot;the_Pacters&amp;quot;|here]].&lt;br /&gt;
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===Notable Unathi Communities in the Corporate Reconstruction Zone===&lt;br /&gt;
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====Unathi on Mictlan====&lt;br /&gt;
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As the Contact War ravaged Moghes, Unathi fled across the Spur - whether to escape the victorious Hegemony, or simply out of desperation as their ancestral homes were swallowed by atomic fire. A large group of these Unathi fled to the territory of the Solarian Alliance, hoping that the humans would grant them asylum from the devastation their homeworld faced. While the Alliance did not turn them away, they wished to divert these Unathi from the Jewel Worlds, and thus the Vezdukh Refugee Camp was established on the planet Mictlan, for holding and processing the thousands of Unathi refugees seeking to enter the Alliance. Both Hegemonic and Traditionalist refugees were sent there, and forced into making a new life on an alien world. &lt;br /&gt;
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Eventually, the refugee camp grew into a true city - dubbed in 2453 as the &#039;Free City of Vezdukh&#039; by the locals. The city grew prosperous, and integrated further into Mictlani society, creating something wholly unique - a hybrid of Mictlani democracy and Unathi tradition, where even the lowliest peasant of Moghes could rise into the newformed aristocracy of the city. Following the Solarian Collapse and Mictlan&#039;s annexation by the Republic of Biesel, the Unathi of Mictlan have largely been in favor of the Bieselite presence - to them, one distant human government is much the same as another, and nearly all of them have welcomed the opportunity to become full citizens of the Republic, rather than the nebulous refugee status they had held previously. &lt;br /&gt;
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However, this is not a belief shared by all, with some of the younger and bolder Unathi of the Free City seeing in Biesel&#039;s presence the same corporate hand that is wrapped around the neck of the Hegemony. While it is a rare site, some Unathi have been reported among the [[Mictlan#Founding_Movement_and_the_Samaritans|Samaritan movement]] fighting for independence from the Republic, believing that the people of Mictlan should claim their own destiny instead of bowing to foreign masters - whether Solarian or Bieselite.&lt;br /&gt;
&lt;br /&gt;
More information on the Unathi of Mictlan can be found [[Mictlan#Unathi_on_Mictlan|here]].&lt;br /&gt;
&lt;br /&gt;
==Unathi in the Coalition of Colonies==&lt;br /&gt;
&lt;br /&gt;
There are not many Unathi in the [[Coalition of Colonies]] - its distance from Moghes and smaller Unathi population does not encourage immigration compared to Biesel, and the Coalition tends to be wary of Unathi due to the problem of various Unathi pirate fleets raiding on its southern borders, whether of their own volition or in the pay of other interstellar powers. However, the Coalition does have some Unathi dwelling there, for various reasons. Hephaestus often brings Unathi workers from the Hegemony to its operations within the Coalition, with some Unathi being assigned to [[Burzsia|Burzsia I]], the megacorporation&#039;s regional headquarters. While not many of these workers stay for long, some have stuck it out and gained citizenship within the Coalition - though this is a difficult choice for many with clans or families back in Izweski space. Perhaps as a result of this, many Guwan in Hephaestus employ have sought out work in the Coalition of Colonies, where the name that brands them as a criminal can be left behind or ignored. &lt;br /&gt;
&lt;br /&gt;
Outside of Hephaestus, some Unathi merchants who find the Hegemony&#039;s mercantilist economy too limiting seek citizenship in the Coalition, due to its lax requirements. While this was largely limited to non-Guild members, the bankruptcy of the Merchants&#039; Guild in 2465 has led many of their former members to take what vessels they could and flee the Hegemony, hoping to find greater profits in human space. While some of these merchants have set course for the Republic of Biesel or the Empire of Dominia, a large number of them have chosen instead to seek their fortune in Coalition space.&lt;br /&gt;
&lt;br /&gt;
==Unathi in the Empire of Dominia==&lt;br /&gt;
&lt;br /&gt;
The [[Empire of Dominia]] has a small Unathi population, formed from members of the clans Kazhkz and Han&#039;san having fled Moghes following a failed assault on Skalamar. After a year of piracy, these two clans made contact with the young Empire in 2440, and while some on [[Moroz]] feared that their fleet would be the first true test of the Imperial Fleet, the pirates chose a different path - pledging their service to the Emperor. Occupying an odd space, appreciated by the Emperor yet often despised by the great Houses, doing their best to adapt to an alien society, the Unathi of Dominia have managed to thrive nonetheless in this alien civilisation. More information on Unathi in the Empire can be found [[Unathi_in_Dominia|here]].&lt;br /&gt;
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==Unathi in the Serene Republic of Elyra==&lt;br /&gt;
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There are not many Unathi in the [[Elyra|Serene Republic of Elyra]], and no citizens. The privateers of Clan Kazhkz have often raided the edge of Elyran space, and other pirate fleets in the Badlands and Sparring Sea have often clashed with the Elyran Navy, creating a distrust of Unathi among many of those who fought against such pirates during their mandatory military service. The one exception to this, however, is [[New Suez]], where a small Unathi population has emerged, largely as workers for the Hephaestus Industries presence on the moon. Though they tend to keep to their own communities, with the largest of these taking up nearly an entire district of New Hormuz, where the vast majority of Unathi in Elyran space can be found. &lt;br /&gt;
&lt;br /&gt;
Though the life of a Non-Citizen Person in Elyra can be difficult, and most Unathi on New Suez do not stay long, instead working there for a few years at most, some of them have managed to build a more permanent life there. Though they will likely never be considered citizens of the Republic, their presence has helped the general image of their species - at least among the citizens of New Suez, who have been given a chance to see a different side to the Unathi than that of the pirates that have plagued the Serene Republic in the past.&lt;br /&gt;
&lt;br /&gt;
Outside of New Suez, the planet [[Medina]] is also home to a small Unathi population, with several Unathi having made their way from the Hegemony to seek the dangerous life of a phoron hunter. Many of these Unathi are Guwan, Gawgaryn, or former pirates seeking the promised riches of the phoron bulletin, which has led to a stereotype of Unathi as violent and untrustworthy among the local population.&lt;br /&gt;
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==Unathi Outside Human Space==&lt;br /&gt;
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Unathi settlements outside of their own or human space are rare bordering on nonexistent - largely for practical reasons. [[The Commonwealth of Hieroaetheria]] are on the other side of the Spur, and while the Nralakk Federation is closer, it still lies on the far side of the Sparring Sea - far further than most human states for those fleeing the Contact War. The isolationism of the Skrell also means that trade is limited, with not many Unathi merchants bothering to brave the dangers of the Sparring Sea to trade with the Federation. While the Tajaran homeworld of [[Adhomai]] is closer, its freezing climate and recent years of strife and warfare mean that not many Unathi would wish to set course there, even without considering that many of the locals would likely not appreciate their presence.&lt;br /&gt;
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===Gakal&#039;zaal===&lt;br /&gt;
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There is one major exception to this rule, however - the colony of [[Gakal&#039;zaal]], originally founded by Tajaran refugees in 2452. These refugees made a living on the planet for some time, suffering from pirate raids and extortions until 2457, when the Izweski Navy expelled the pirate presence. After a deal with a powerful Tajara family on Gakal&#039;zaal, the Hegemony annexed the planet, appointing Makar Yizarus, cousin to the famed admiral, as the new Overlord of Gakal&#039;zaal. Due to the ongoing Second Revolution on Adhomai, none of the Tajaran powers involved themselves in affairs, leading to five years of feudal rule as Unathi colonists arrived on the planet.&lt;br /&gt;
&lt;br /&gt;
In 2462, however, with the assistance of the Adhomai Liberation Army, the organization known as the Gakal&#039;zaal Liberation Front rose up, fighting to depose Overlord Yizarus and place the planet back in the hands of the Tajaran people. Due to the ongoing civil war on Moghes, the Hegemon provided no help, leaving Overlord Yizarus to face the rebels himself. Due to Yizarus&#039;s corruption and mismanagement of the colony, Not&#039;zar Izweski stripped the Overlord of his titles and abandoned Gakal&#039;zaal, leaving Yizarus to the mercies of the Liberation Front. Now, the DPRA controls Gakal&#039;zaal, with the remaining Unathi on the planet now living under Tajaran rule.&lt;br /&gt;
&lt;br /&gt;
More information about Gakal&#039;zaal, and the Unathi and Tajara who dwell there, can be found [[Gakal&#039;zaal|here]].&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_Abroad&amp;diff=34917</id>
		<title>Unathi Abroad</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Abroad&amp;diff=34917"/>
		<updated>2024-12-17T11:04:17Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Unathi in the Empire of Dominia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Unathi_Lore}}&lt;br /&gt;
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Since first contact with humanity and the [[Skrell]] in 2403, many Unathi have left their homeworld of [[Moghes]] - whether as refugees, corporate employees, or simply to seek their fortune in the stars. The fires of the [[Contact War]] exacerbated this, as much of Moghes was left uninhabitable by nuclear war. By 2465, Unathi can be found across nearly the entirety of the [[Orion Spur]], in some capacity or another.&lt;br /&gt;
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Unathi are a very communal species, and this tends to be reflected in their enclaves abroad - outside of rare cases such as [[Ouerea]], Unathi communities tend to be insular, and keep to their traditional ways rather than adapting to new cultures. Those Unathi who do adopt local ways and customs are generally the more recent generations of immigrants, or from non-traditional groups to begin with such as the [[Aut&#039;akh]] communes.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Unathi in the Solarian Alliance==&lt;br /&gt;
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Unathi interaction with the [[Sol Alliance]] has always been limited - though Solarian exploration vessels did make first contact, their involvement was considerably more limited when compared to that of the [[Nralakk Federation]]. Due to the Solarian reputation of xenophobia, not many Unathi seek to visit, and to date none have ever been granted Solarian citizenship. The only Unathi community in Solarian space of any note was the [[Mictlan#Unathi_on_Mictlan|Free City of Vezdukh]] on the planet Mictlan - however, following the Solarian Collapse and the planet&#039;s annexation into the Republic of Biesel, there are now no permanent Unathi communities within Alliance space outside of the Eridani Federation.&lt;br /&gt;
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Though some of the Solarian warlords of the [[Human Wildlands]] had business dealings with [[Unathi Piracy|Unathi pirates]], these dealings have for the most part ceased as the last of the warlord states either collapsed or were integrated into the newformed [[Solarian Reconstruction Mandates|Reconstruction Mandates]]. This exposure means that the reputation Unathi have in many of the outlying regions of the Alliance is far from a pleasant one, with most contact coming in the form of pirates, smugglers and other such ne&#039;er-do-wells.&lt;br /&gt;
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===Unathi in the Eridani Corporate Federation===&lt;br /&gt;
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The [[Eridani Federation]], while a Solarian member-state, has little in common with the wider Alliance - including the presence of Unathi. Due to the Hephaestus Industries presence in the Eridani system, many Unathi working for the megacorporation will temporarily reside in the Eridani Federation - and though adjusting to the Suit culture can be difficult, a rare few Unathi in higher positions have stayed on permanently, mostly on installations such as Platform 7 rather than on the planets of Eridani proper. &lt;br /&gt;
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The most notable Unathi community in Eridani is the Aut&#039;akh commune known as &#039;The Factory&#039; - a group of Aut&#039;akh who fled from Hegemony space to the Eridani Federation, and rapidly came to view the Eridani system as a pit of spiritual evil - the epitome of everything that their religion&#039;s founders preached against. To the Aut&#039;akh of the Factory, they are almost crusaders, descending into an earthly Chained Waste in the hope of building a better world in its place. They have settled into the underworld of Eridani I, forming ties with the local Dreg population - and though they despise the corporations that rule over Eridani, many of their members will seek work with them in the hopes of improving the life of their fellow commune members. More information on the Factory and its residents can be found [[Aut&#039;akh#Eridani_Underworld_Commune,_&amp;quot;the_Factory&amp;quot;|here]].&lt;br /&gt;
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==Unathi in the Republic of Biesel==&lt;br /&gt;
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The [[Republic of Biesel]] has always been a cultural melting pot, with any manner of life from across the Spur being found within its territory - and the Unathi are no exception to this. Following the end of the Contact War, many refugees from the newly created [[The Wasteland|Wasteland]] fled to Tau Ceti, and many more have come in the employ of the Spur&#039;s megacorporations, seeking fortune in the stars. To many Unathi - whether lucky enough to have been spared from nuclear devastation or fleeing the spreading Wasteland - the torch on the Republic&#039;s flag is a beacon of hope; that they might find wealth, glory and a new home far away from the ruins of Moghes. While Unathi can be found all throughout the Republic, there are some Unathi communities of particular note.&lt;br /&gt;
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===Notable Unathi Communities in the Republic of Biesel===&lt;br /&gt;
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====Mendell City - The Akhanzi Exiles====&lt;br /&gt;
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Following the [[Unathi_Recent_Events#The_Iron_Crusades_and_Religious_Tensions_(2460-2461)|Iron Crusade]], when many of their oldest temples were burned, the [[Th&#039;akh]] monks of the Akhanzi Order fled the Izweski Hegemony for greener pastures. They found sanctuary in the Republic of Biesel, who granted them refugee status. The Order, under the guidance of Vuthix Ahkandi, established a new temple and spiritual library in Mendell City, located in District 10. Though the power of the Maraziite Order who persecuted them has been broken in the Hegemony, the Akhanzi Order have not returned to Moghes, choosing instead to try and share their wisdom as best they can from across the stars.&lt;br /&gt;
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Aside from the shamans who fled to Biesel, many Th&#039;akh faithful have since emigrated from Moghes to visit the new temple. The residential areas around the newfound home of the Akhanzi Order have rapidly become populated by Unathi immigrants. A great number of these Unathi are from rural communities close to the sites of the old Akhanzi Temples, and acclimation has been difficult for many who are unfamiliar with the language, customs and culture of Tau Ceti. However, their community is a tight-knit one, and so far they have persisted through any and all adversity that the Republic may present them.&lt;br /&gt;
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====Ashton - The Escapees====&lt;br /&gt;
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In 2452, a group of five [[The_Wasteland#Clan_&amp;quot;Gawgaryn&amp;quot;_-_The_Punished_Clans|Gawgaryn]] launched an assault on the Izweski stronghold of Camp Integrity, seizing several trade shuttles docked there and forcing their pilots to pick up hundreds of Unathi from across the Wasteland. These shuttles then set course for Tau Ceti, in the hopes of finding sanctuary from the wastes across the stars. The escapees applied for refugee status with the Republic of Biesel, and were granted it - though the bold raiders who stole the shuttles were extradited to the Izweski Hegemony, to face execution. &lt;br /&gt;
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The fledgling Republic, dealing with its newly-won independence, resettled the refugees on the outskirts of Ashton, an agricultural settlement on the continent of Selene. Though at first things were difficult, the skills that many of the refugees already had were able to be put to use effectively in the farms surrounding the city. As of 2465, the Unathi population in Ashton has grown steadily, and has integrated well with the local population - though the work in the farms of Ashton may be difficult, and very few Unathi in the community have managed to afford their own land instead of simply working for the wealthier human landowners of the region, compared to the Wasteland it may as well be a paradise.&lt;br /&gt;
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====Mendell City - The Razortail Enclave====&lt;br /&gt;
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A group of Aut&#039;akh have made their home in District 11 of Mendell City - known as one of the most violent and dangerous districts of the city. The &#039;Razortail Enclave&#039;, as they have become known, have largely turned to crime in order to survive. More information on them can be found [[Aut&#039;akh#The_Razortail_Enclave,_&amp;quot;the_Ruffians&amp;quot;|here.]]&lt;br /&gt;
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====Mendell City - The Bastard Hatchlings====&lt;br /&gt;
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Another Unathi enclave in District 11, the Bastard Hatchlings are an Unathi gang formed largely in response to the existing crime in the district, as a form of protection for the Unathi migrant workers living in the area. As the years have gone on, however, the gang has expanded its operations - gaining a major foothold in the Mendell City drug trade. Though they are far from the Hegemony, and engaging in what would unquestionably considered as deeply dishonorable behavior, the Bastard Hatchlings are largely Sk&#039;akh faithful, and cling to their own version of the Warrior&#039;s Code that is, at least on the surface, similar to that practiced in Izweski space. &lt;br /&gt;
&lt;br /&gt;
The Hatchlings are often even more staunchly traditionalist than Unathi actually in the Hegemony, clinging to ideas of a distant and glorious culture as they struggle to survive the streets of Mendell. Perhaps it is this that has led to frequent and violent clashes with the Razortail Enclave - as much over ideology as territory or any other material concern.&lt;br /&gt;
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Members or affiliates of the Hatchlings are often hired as muscle by other criminal syndicates, and the stereotype of the Unathi hitman is one that has already made its mark on Bieselite culture, with many holovids and films produced in Biesel featuring Unathi in similar roles. To the vast majority of Unathi, this stereotype is an offensive one and one often protested against firmly.&lt;br /&gt;
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====Valkyrie - The Fortune-Seekers====&lt;br /&gt;
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[[Hephaestus Industries]] has a large presence on Biesel&#039;s moon, as well as within the Hegemony - so it should be no surprise that many Unathi migrant workers were brought there by the megacorporation. In the shipyards, docks and factories of Valkyrie, Unathi workers can be seen, with entire clans having made the journey across the stars in the hopes of finding a new life in Tau Ceti.&lt;br /&gt;
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The idea of this &#039;Valkyrian Dream&#039; began as a Hephaestus marketing slogan, to encourage Unathi to move to the Republic as cheap labour. However, over the years it has become a reality, as the megacorporation increasingly relies on the moon&#039;s Unathi population to operate its Valkyrian facilities. Unathi have seeped into every part of Valkyrie, rising through ranks both civil and corporate into positions of power - and for these Unathi, the Valkyrian Dream may truly be fulfilled. &lt;br /&gt;
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This is the largest Unathi community in Tau Ceti, and Sinta from all walks of life and faiths can be found here. Sk&#039;akh churches and Th&#039;akh shrines can be found here, though the Aut&#039;akh and Si&#039;akh faiths are not present, with the former preferring the company of their own kind and the latter largely being relegated to Moghes. As such, the culture is an odd melting pot from across Moghes, with food, music, faith and tradition from nearly everywhere melding together into a culture that is unique to Valkyrie, but an unquestionably Sinta one. &lt;br /&gt;
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The Unathi of Valkyrie are, to many, a model community - hard workers, diligent in their duties and ambitious in the pursuit of a better life for themselves and their kin. Others, however, resent them for their Hephaestus ties, or how they tend to look down on less well-off groups of Unathi in the Republic - particularly criminal groups such as the Razortails or the Bastard Hatchlings. To many of the Unathi living in poverty in Mendell, the Valkyrian Unathi are nothing but obedient lapdogs, happy to trade the Hegemon&#039;s boot on their neck for that of Joseph Dorn or Titanius Aeson.&lt;br /&gt;
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====Valkyrie - The Jhakal Syndicate====&lt;br /&gt;
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The Unathi noble clan known as the Jhakal Syndicate has seized a great deal of power on the docks of Valkyrie, taking their cut from smugglers and traders alike, and securing their power over the moon. In recent years, concerns have arisen about the possibility of succession, as the clan’s current ruler grows older - but all those who seem positioned to succeed her may not be up to the task. Though the Jhakal have secured wealth and power greater than they ever had on Moghes, only time will tell if it will last - or if the clan will experience a second fall. More information on the Jhakal Syndicate, and their dealings on Valkyrie, can be found [[Unathi_Crime_And_Enforcement#The_Jhakal_Syndicate|here]].&lt;br /&gt;
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====Luthien - The Pact====&lt;br /&gt;
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Another Aut&#039;akh commune in Biesel, the Unathi of the Luthien Pact work closely with the megacorporations, granting them a better quality of life than many of their kin elsewhere in the Republic - though at the cost of their prized freedom. More information about the Luthien Pact can be found [[Aut&#039;akh#The_Luthien_Pact,_&amp;quot;the_Pacters&amp;quot;|here]].&lt;br /&gt;
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===Notable Unathi Communities in the Corporate Reconstruction Zone===&lt;br /&gt;
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====Unathi on Mictlan====&lt;br /&gt;
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As the Contact War ravaged Moghes, Unathi fled across the Spur - whether to escape the victorious Hegemony, or simply out of desperation as their ancestral homes were swallowed by atomic fire. A large group of these Unathi fled to the territory of the Solarian Alliance, hoping that the humans would grant them asylum from the devastation their homeworld faced. While the Alliance did not turn them away, they wished to divert these Unathi from the Jewel Worlds, and thus the Vezdukh Refugee Camp was established on the planet Mictlan, for holding and processing the thousands of Unathi refugees seeking to enter the Alliance. Both Hegemonic and Traditionalist refugees were sent there, and forced into making a new life on an alien world. &lt;br /&gt;
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Eventually, the refugee camp grew into a true city - dubbed in 2453 as the &#039;Free City of Vezdukh&#039; by the locals. The city grew prosperous, and integrated further into Mictlani society, creating something wholly unique - a hybrid of Mictlani democracy and Unathi tradition, where even the lowliest peasant of Moghes could rise into the newformed aristocracy of the city. Following the Solarian Collapse and Mictlan&#039;s annexation by the Republic of Biesel, the Unathi of Mictlan have largely been in favor of the Bieselite presence - to them, one distant human government is much the same as another, and nearly all of them have welcomed the opportunity to become full citizens of the Republic, rather than the nebulous refugee status they had held previously. &lt;br /&gt;
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However, this is not a belief shared by all, with some of the younger and bolder Unathi of the Free City seeing in Biesel&#039;s presence the same corporate hand that is wrapped around the neck of the Hegemony. While it is a rare site, some Unathi have been reported among the [[Mictlan#Founding_Movement_and_the_Samaritans|Samaritan movement]] fighting for independence from the Republic, believing that the people of Mictlan should claim their own destiny instead of bowing to foreign masters - whether Solarian or Bieselite.&lt;br /&gt;
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More information on the Unathi of Mictlan can be found [[Mictlan#Unathi_on_Mictlan|here]].&lt;br /&gt;
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==Unathi in the Coalition of Colonies==&lt;br /&gt;
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There are not many Unathi in the [[Coalition of Colonies]] - its distance from Moghes and smaller Unathi population does not encourage immigration compared to Biesel, and the Coalition tends to be wary of Unathi due to the problem of various Unathi pirate fleets raiding on its southern borders, whether of their own volition or in the pay of other interstellar powers. However, the Coalition does have some Unathi dwelling there, for various reasons. Hephaestus often brings Unathi workers from the Hegemony to its operations within the Coalition, with some Unathi being assigned to [[Burzsia|Burzsia I]], the megacorporation&#039;s regional headquarters. While not many of these workers stay for long, some have stuck it out and gained citizenship within the Coalition - though this is a difficult choice for many with clans or families back in Izweski space. Perhaps as a result of this, many Guwan in Hephaestus employ have sought out work in the Coalition of Colonies, where the name that brands them as a criminal can be left behind or ignored. &lt;br /&gt;
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Outside of Hephaestus, some Unathi merchants who find the Hegemony&#039;s mercantilist economy too limiting seek citizenship in the Coalition, due to its lax requirements. While this was largely limited to non-Guild members, the bankruptcy of the Merchants&#039; Guild in 2465 has led many of their former members to take what vessels they could and flee the Hegemony, hoping to find greater profits in human space. While some of these merchants have set course for the Republic of Biesel or the Empire of Dominia, a large number of them have chosen instead to seek their fortune in Coalition space.&lt;br /&gt;
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==Unathi in the Empire of Dominia==&lt;br /&gt;
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The [[Empire of Dominia]] has a small Unathi population, formed from members of the clans Kazhkz and Han&#039;san having fled Moghes following a failed assault on Skalamar. After a year of piracy, these two clans made contact with the young Empire in 2440, and while some on [[Moroz]] feared that their fleet would be the first true test of the Imperial Fleet, the pirates chose a different path - pledging their service to the Emperor. Occupying an odd space, appreciated by the Emperor yet often despised by the great Houses, doing their best to adapt to an alien society, the Unathi of Dominia have managed to thrive nonetheless in this alien civilisation. More information on Unathi in the Empire can be found [[Unathi_in_Dominia|here]].&lt;br /&gt;
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==Unathi in the Serene Republic of Elyra==&lt;br /&gt;
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There are not many Unathi in the [[Elyra|Serene Republic of Elyra]], and no citizens. The privateers of House Kazhkz have often raided the edge of Elyran space, and other pirate fleets in the Badlands and Sparring Sea have often clashed with the Elyran Navy, creating a distrust of Unathi among many of those who fought against such pirates during their mandatory military service. The one exception to this, however, is [[New Suez]], where a small Unathi population has emerged, largely as workers for the Hephaestus Industries presence on the moon. Though they tend to keep to their own communities, with the largest of these taking up nearly an entire district of New Hormuz, where the vast majority of Unathi in Elyran space can be found. &lt;br /&gt;
&lt;br /&gt;
Though the life of a Non-Citizen Person in Elyra can be difficult, and most Unathi on New Suez do not stay long, instead working there for a few years at most, some of them have managed to build a more permanent life there. Though they will likely never be considered citizens of the Republic, their presence has helped the general image of their species - at least among the citizens of New Suez, who have been given a chance to see a different side to the Unathi than that of the pirates that have plagued the Serene Republic in the past.&lt;br /&gt;
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Outside of New Suez, the planet [[Medina]] is also home to a small Unathi population, with several Unathi having made their way from the Hegemony to seek the dangerous life of a phoron hunter. Many of these Unathi are Guwan, Gawgaryn, or former pirates seeking the promised riches of the phoron bulletin, which has led to a stereotype of Unathi as violent and untrustworthy among the local population.&lt;br /&gt;
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==Unathi Outside Human Space==&lt;br /&gt;
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Unathi settlements outside of their own or human space are rare bordering on nonexistent - largely for practical reasons. [[The Commonwealth of Hieroaetheria]] are on the other side of the Spur, and while the Nralakk Federation is closer, it still lies on the far side of the Sparring Sea - far further than most human states for those fleeing the Contact War. The isolationism of the Skrell also means that trade is limited, with not many Unathi merchants bothering to brave the dangers of the Sparring Sea to trade with the Federation. While the Tajaran homeworld of [[Adhomai]] is closer, its freezing climate and recent years of strife and warfare mean that not many Unathi would wish to set course there, even without considering that many of the locals would likely not appreciate their presence.&lt;br /&gt;
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===Gakal&#039;zaal===&lt;br /&gt;
&lt;br /&gt;
There is one major exception to this rule, however - the colony of [[Gakal&#039;zaal]], originally founded by Tajaran refugees in 2452. These refugees made a living on the planet for some time, suffering from pirate raids and extortions until 2457, when the Izweski Navy expelled the pirate presence. After a deal with a powerful Tajara family on Gakal&#039;zaal, the Hegemony annexed the planet, appointing Makar Yizarus, cousin to the famed admiral, as the new Overlord of Gakal&#039;zaal. Due to the ongoing Second Revolution on Adhomai, none of the Tajaran powers involved themselves in affairs, leading to five years of feudal rule as Unathi colonists arrived on the planet.&lt;br /&gt;
&lt;br /&gt;
In 2462, however, with the assistance of the Adhomai Liberation Army, the organization known as the Gakal&#039;zaal Liberation Front rose up, fighting to depose Overlord Yizarus and place the planet back in the hands of the Tajaran people. Due to the ongoing civil war on Moghes, the Hegemon provided no help, leaving Overlord Yizarus to face the rebels himself. Due to Yizarus&#039;s corruption and mismanagement of the colony, Not&#039;zar Izweski stripped the Overlord of his titles and abandoned Gakal&#039;zaal, leaving Yizarus to the mercies of the Liberation Front. Now, the DPRA controls Gakal&#039;zaal, with the remaining Unathi on the planet now living under Tajaran rule.&lt;br /&gt;
&lt;br /&gt;
More information about Gakal&#039;zaal, and the Unathi and Tajara who dwell there, can be found [[Gakal&#039;zaal|here]].&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=Izweski_Hegemony&amp;diff=34916</id>
		<title>Izweski Hegemony</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Izweski_Hegemony&amp;diff=34916"/>
		<updated>2024-12-17T10:59:23Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* International Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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&#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;
[[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;
{{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 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;
&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;
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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 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;
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=== 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;
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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 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;
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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;
&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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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;
&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;
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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 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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&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;
&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 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;
&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 Hegemony 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 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;
&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 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;
&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 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;
&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;
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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;
&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 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;&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;
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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;
&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;
&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;
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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=Human_Piracy&amp;diff=34915</id>
		<title>Human Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Human_Piracy&amp;diff=34915"/>
		<updated>2024-12-17T10:57:28Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Empire of Dominia-Affiliated Privateers */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Current pirates or privateers would find it impossible to begin a legitimate career on the Horizon. Ex-pirates or privateers would find it extremely difficult, if not impossible, to do so with some exceptions which will be noted below.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For nearly as long as humanity has sought to explore the cosmos there has been a criminal element which has sought to profit from it while remaining firmly outside of the reach of justice. Pirates have long been a scourge for humanity across the Orion Spur as while individual pirates and pirate groups may be caught and tried, the temptation has always remained. Modern human pirates in the Orion Spur are a constant threat to interstellar shipping and an incredibly diverse group, including actors ranging from disillusioned miners to military deserters to state-backed privateering groups.&lt;br /&gt;
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==A History of Marauding==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“No force in interstellar history has caused quite as much damage as the lowly pirate driven by little more than their own greed and often piloting little more than repurposed civilian vessels,”&amp;lt;/i&amp;gt; - Except from Violent Non-State Interstellar Actors of the Spur, a [[Solarian Armed Forces#Notable Facilities|Solarian Naval Academy]] textbook commonly read by new students.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first human pirates emerged well into human colonization of the Sol System, and were initially very little more than miners who had opted to turn to criminality due to a lack of employment prospects due to the Crisis of 2127, which devastated the economy of Earth and its colonies until the early 2130s. With the economy on the mend these miner-pirates mostly disappeared by the 2140s, with the last holdouts vanishing in the 2150s due to patrols by the then-new [[Solarian Armed Forces#Solarian Navy|Solarian Navy]]. While these early pirates posed little threat and typically instead robbed fellow miners in their region, they were not the last pirates created by humans.&lt;br /&gt;
&lt;br /&gt;
As humanity expanded beyond the [[Sol|Sol System]] into its neighboring systems over the 22nd and 23rd centuries more opportunity began to emerge for pirates. What was once a singular system rapidly became dozens, then hundreds, and created a vast amount of space for pirates to both hide in and raid. These pirates, rather than their precursors, instead targeted interstellar shipping enterprises such as those of megacorporate actors and took the plunder back to concealed hideouts, often later re-selling the goods on the open market for an increased price. The Solarian Navy stretched itself thin to deal with this piracy and was gradually given more and more power to do so, often finding itself able to supersede local governments. Economic devastation in the 2260s and the Interstellar War only further contributed to this problem as the ranks of pirates were swelled by deserters and desperate individuals who had lost their livelihoods.&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, which has been both a major force against piracy and, at times, a contributor to it via desertion.]]&lt;br /&gt;
Following the Interstellar War piracy wracked both the [[Coalition of Colonies|Coalition]], particularly in the [[The Orion Spur#Weeping Stars|Weeping Stars DMZ]], and the Outer Ring of the Alliance. Attempts to reign it in by the Coalition and Alliance were initially unsuccessful, and piracy continued for much of the remainder of the 2200s. Only in the early 2300s, with a reinforced Solarian Navy and Xanu’s fleet having been repaired, was piracy contained. Not ended by any means, but contained to the point where it was no longer considered to be a serious problem. It remained but the Outer Ring of Sol continued to profit and expand, with new colonies such as [[Konyang]] forming, as the Coalition similarly improved its situation. The advent of the Warp Gate Project and the centralization of Solarian travel in [[San Colette]] further damaged pirates, who could now no longer rely on easily interdicting ships with their own, and weaker, warp drives.&lt;br /&gt;
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To the south, in the [[The Orion Spur#Sparring Sea|Sparring Sea]], a different kind of piracy emerged in the wake of [[Republic of Elyra#The Second Great Depression &amp;amp; Elyran Revolution|Elyran independence]] and the [[Empire of Dominia#The War of Moroz|War of Moroz]]: privateering. The [[Empire of Dominia]], loathe to risk its fleets in open economic warfare with Elyra and concerned piracy would destroy its colonial ambitions, instead opted to pay pirates to attack its rivals. The Dominian relationship with privateering has continued to the present day despite the protests of its neighbors and has, ironically, made the Empire one of the nations least troubled by piracy.&lt;br /&gt;
&lt;br /&gt;
Piracy would not seriously trouble the [[Sol Alliance|Alliance]] until the mid-2400s, when the problem began to re-emerge in much of the Outer Ring due to ongoing economic hardships and corruption in the Solarian Navy, which often looked the other way if enough money was paid to them. Despite attempts by reformers throughout the 2400s to address systemic problems in the anti-piracy doctrine of the Alliance the situation eventually became too much to manage and, following the [[Mars#The Violet Dawn Explosion|Violet Dawn incident]], much of the outer Alliance was written off as too difficult to control due to piracy and Navy corruption. Following the Collapse the situation became even more dire for these “written-off,” regions as they were flooded with bands of well-armed and desperate military deserters.&lt;br /&gt;
&lt;br /&gt;
In the 2460s piracy is entering what seems to be another golden age throughout much of the human Orion Spur. In the [[Human Wildlands|Wildlands]] pirates and deserters alike have been given nearly free reign by the retreat of Solarian authority, with the Southern Wildlands in particular suffering more acutely following the further destabilization of the region by the [[Skrell]]. In the Biesel-occupied [[Corporate Reconstruction Zone]] much of the same issues appear as the under-equipped and poorly-trained [[Tau Ceti Foreign Legion]] finds itself unable to keep pace with civil unrest and stellar banditry. To the south, in the Badlands and Sparring Sea, privateers, pirates, and navies fight for supremacy in an area which has seen the major bluespace gate become significantly less active, thus resulting in more warp-based — and interceptable — travel and commerce. In the Coalition spillover from the Wildlands and CRZ has led to banditry along its western border. In the Alliance’s remaining territory the Navy zealously guards the borders and looks on helplessly as pirates ravage formerly Solarian territories. While the majority of these pirates are human, Unathi have become known as pirates and brigands due to the actions of a few of the species who saw opportunity in raiding space lanes in the decades that followed first contact. These Unathi slowly infested the Badlands and Sparring Sea, starting out small but gaining momentum until [[Unathi_Piracy|Unathi pirates and their fleets were some of the most well known in the spur, raiding from the Sparring Sea to Biesel itself.]]&lt;br /&gt;
&lt;br /&gt;
The Spur, it would seem, is ravaged by piracy and instability as it careens towards a phoron-based economic collapse. Whether or not it shall pull back from this precipice remains to be seen.&lt;br /&gt;
&lt;br /&gt;
==Piratical Equipment==&lt;br /&gt;
&lt;br /&gt;
Due to their informal nature and diverse origins most pirate groups do not employ weaponry or ships on the same level as their military counterparts. Instead human pirates often rely on improvised, ersatz, or otherwise custom-made equipment such as repurposed civilian ships given more armor and, at times, military-grade equipment they have managed to acquire. Much of the ship-to-ship arsenal of the modern pirate consists of repurposed mining equipment as a laser intended to cut apart rocks is typically more than enough to force an unguarded freighter to pay a fee or hand over some of its cargo. The crews of pirate vessels are most typically armed with an eclectic mix of civilian industrial equipment, civilian weaponry, and — for higher-ranking or more important members, such as officers and marines — limited amounts of military-grade equipment.&lt;br /&gt;
&lt;br /&gt;
Privateers and deserters, on the other hand, are often much more well equipped and thus significantly more dangerous than their pirate counterparts. However, they are significantly rarer than more typical pirates due to requiring more materials to remain effective. Privateers get around this issue through the support of an interstellar nation which provides them with the raw materials and manpower needed to continue their day-to-day operations. Deserters, on the contrary, have no such support network and often decrease in efficiency, and thus become less dangerous, as time goes on and more and more military ships or systems are replaced by easier-to-maintain civilian equivalents.&lt;br /&gt;
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==[[Guide to Law|Legal Status]]==&lt;br /&gt;
&lt;br /&gt;
How piracy is viewed legally varies from nation to nation. Additionally, statutes of limitation vary from nation to nation. This situation is further complicated legally by the presence of non-human piratical actors who occasionally seek refuge, or hideouts, in human space to avoid the wrath of their governments. Privateers add on further complications as not all nations recognize them or hire them as legitimate actors.&lt;br /&gt;
[[File:Solarian Intelligence.png|thumb|250px|The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; [[Solarian Security and Law|security services]].]]&lt;br /&gt;
The [[Sol Alliance|Solarian Alliance]] has long held a hardline stance against piracy in its borders, and piracy targeting an Alliance-flagged vessel is punishable by death in both [[Solarian Security and Law|Solarian civil judicial code]] and in [[Solarian Armed Forces|Solarian military law]]. Pirates caught by the Solarian Navy are typically sentenced to death after a military-run trial and executed on the same ship which caught them. Deserters-turned-pirates received similar treatments with even shorter trials. Pirates who do find their way to a civilian court typically meet the same fate as their military-tried counterparts as pirates elicit little sympathy from juries and judges across the Alliance. The luckiest will find themselves sentenced to hard labor for multiple decades. Rumors of extrajudicial executions by the Navy of pirates have long abounded but are rarely investigated due to widespread public hatred of pirates. While it is officially illegal, Solarian military law recognizes privateers as legal combatants which are to be treated as prisoners of war. This regulation is a relic of the Interstellar War which has seen limited use in the centuries since, but has been applied to some cases involving the [[Human Wildlands|Wildlands]].&lt;br /&gt;
&lt;br /&gt;
Like much in the [[Republic of Elyra|Serene Republic of Elyra]], how one is punished for piracy or privateering generally depends upon citizenship status. Those rare Elyran citizens accused of piracy are treated as social failures and often forcibly rehabilitated in order to turn them into a productive Elyran citizen, though some recusants and recidivists find themselves involved in less savory work — such as [[Medina#The Phoron Bulletin|Medinian mercenary service]] — regardless of the government’s attempts to save them from themselves. [[Republic of Elyra#Elyran Citizens &amp;amp; Non-Citizen Persons|Non-Citizen Persons]], or NCPs, meet much harsher judgments and are generally given one of two punishments: death or hard labor in service of the Republic. Those given the death penalty are often regarded as those beyond redemption such repeat offenders, pirate officers, murderers, and phoron thieves. Those chosen for the convict labor program are often sent to locations most Elyrans are loathe to go such as the shifting tectonics of Medina or the chemical planets of [[Aemaq]]. Labor convicts are often watched over by IPCs owned by or working for the Elyran state. Privateering is illegal in the Republic and capture privateers are given wildly different treatments depending on their nation of origin. Generally, unathi are treated far more harshly than humans. Where humans are repatriated, [[Unathi]] are instead often condemned to execution or convict labor due to the Republic&#039;s historically poor relations with the [[Izweski Nation|Hegemony]]. Rumors that some authorities on Medina seek out and employ privateers such as the Goddess’ Flotilla to secure phoron for the planet have long been denied by its government.&lt;br /&gt;
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Though it is considered by many to be a nation of uptight nobility and vainglorious aspirations, the [[Empire of Dominia]] had long had a far more dynamic relationship with pirates and piracy than any other human nation. The Empire has long held a hardline stance against piracy: if any pirates attack a Dominian vessel, they are to all be punished for their sins with execution without exception unless they opt to convert and serve as privateers for the Empire. Many, for obvious reasons, choose this second option. This harsh punishment has long been contrasted with a generous policy of paying and hiring privateering forces to harass its opposition. As a result the Empire is paradoxically a major cause of piracy which is itself almost entirely free of the issues it funds. This has long infuriated the Coalition and Republic of Elyra, along with the Hegemony and many tajara nations, who view the Empire as waging what is essentially an undeclared war on them. The Empire has denied this — and long denied any official connection to privateering — and claims it is simply an outlandish conspiracy designed to undermine its legitimacy. The major Dominian-backed privateering entity is the Goddess’ Flotilla — an organization so large and well-organized it is considered by some Elyran officers to simply be another branch of the Imperial military. The [[Empire of Dominia Great Houses#House Kazhkz|unathi houses]] of the Empire fund their own privateers.&lt;br /&gt;
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The [[Coalition of Colonies]] has several legal oddities concerning its prosecution of piracy. Through a series of regulations and loopholes all piracy cases in the Coalition are prosecuted on [[Gadpathur]] which, unlike most other member states, allows executions. Most pirates who are prosecuted on Gadpathur have essentially already been found guilty by a court elsewhere in the Coalition and those who arrive on the planet find themselves subject to a quick trial followed by an execution. Gadpathur does not prosecute individuals who have committed piratical acts against [[Solarian Armed Forces#Solarian Navy|Solarian vessels]] in Coalition space due to the planet’s hardline stance against Sol. Individuals who have committed piracy against Solarian vessels in the Coalition are generally extradited to Sol itself via [[Xanu Prime|Xanu]] due to most in the Coalition valuing trade over the grudges of the Interstellar War. Privateering is officially illegal under Coalition law, but captured privateers are generally held as prisoners and later exchanged with their nation of origin. Pirates seeking to escape justice and gain asylum find little sympathy in the Coalition, which either executes or repatriates them depending on species and national origin. A distaste for piracy is one of the few things the Coalition and Hegemony agree on, and [[Coalition of Colonies#The Frontier Protection Bureau (FPB)|Ranger patrols]] often unceremoniously “lose” [[Unathi]] pirate prisoners near [[Izweski Nation|Hegemony]] patrols.&lt;br /&gt;
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==Notable Pirates and Privateers==&lt;br /&gt;
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===Solarian Deserters===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Above all things the deserter is a &#039;&#039;&#039;COWARD&#039;&#039;&#039; who has abandoned the Alliance and their fellow citizens to danger in order to preserve their own life. If you desert you not only betray yourself and your duty, you betray every citizen of the Alliance you swore to protect,”&amp;lt;/i&amp;gt;  - [[Solarian Armed Forces#Solarian Navy|Solarian Navy]] Handbook, circa the early 24h century (excerpt).&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: While Solarian deserters more generally may readily find employment on the Horizon, a member of an anti-Biesel pirate group would not be employed on it. Solarian People’s Liberation Front characters would not find employment on any SCC facility.&amp;lt;/center&amp;gt;&lt;br /&gt;
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An organization as large as the Solarian Navy, which has millions of personnel under its command, will understandably suffer from desertion at some level regardless of how hard it tries to prevent such from happening. Desertion has become a particularly acute issue in the wake of the Solarian Collapse due to the defection of entire fleets to other nations, [[Human Wildlands#The Solarian Restoration Front|petty statelets]], and — of course — some simply turning to [[Human Wildlands#The Southern Fleet Administration|piracy]] or [[Human Wildlands#The Free Solarian Fleets|mercenary work]]. Thousands of Solarian sailors and marines along with hundreds of ships defected or were written off as lost following the collapse of Solarian control in what has now become the Wildlands, though many now harass the Republic of Biesel’s so-called “[[Corporate Reconstruction Zone]],” for both profit and patriotism.&lt;br /&gt;
[[Image:League.png|thumb|250px|The flag of the League of Independent Corporate-Free Systems, a major warlord in the Northern Wildlands which has become known for piracy carried out under the guise of liberation from corporate influence]]&lt;br /&gt;
Out of the two sectors which make up the Wildlands the Northern Wildlands has been ravaged less by piracy than its southern counterpart, but had found itself the home of ferocious fighting between Solarian statelets and the mercenary groups which often support them. Deserter-pirates are, of course, present as well and serve as a major issue for the three powers of the Northern Wildlands which has made most unable to fully claim their territory as fully controlled. The League has, out of the three powers, always suffered from this to the most noticeable extent, and has caused spillover into the Coalition near [[Konyang]] which has resulted in the deployment of Coalition vessels along the border for anti-piracy operations. The [[Human Wildlands#The Middle Ring Shield Pact|Shield Pact]] has suffered from similar issues and its piratical issues grow more the further out one is from [[San Colette]], its most important system. The use of mercenaries such as the Free Solarian Fleets have been vital in keeping at least some, though hardly all, of the Pact free of the scourge of piracy. The Front suffers from the least piracy-related issues simply due to having the largest fleet. However, Front forces are known to requisition civilian supplies and ships to bolster their forces and have been deemed little better than pirates by many due to this. Those heard saying this in public by the Front often find themselves quickly placed in front of a military tribunal and are often executed as traitors to the Alliance.&lt;br /&gt;
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In the south the issue of piracy has been felt much more acutely due to the presence of the [[Human Wildlands#The Southern Fleet Administration|Southern Fleet Administration]], a Solarian Navy group which declared a Biesel-backed successor state which was destroyed by the skrell. The skrell, who many view as only caring for Jargon, did not clear the SFA out completely and effectively have allowed many ex-SFA pirate bands to form in the Southern Wildlands and terrorize the region. Spillover from the SFA’s former bandit realm has become an extreme problem for both the other two post-Solarian statelets in the region and the nations which ship through — or are adjacent to — the region such as the Republic of Biesel, Republic of Elyra, and Empire of Dominia. The Solarian-aligned statelets in the region, the Solarian Provisional Government and Southern Solarian Military District, have long cooperated together regarding the threat but recently have begun to cooperate with forces beyond their borders. SSMD vessels, in their ceaseless effort to hunt down and eliminate the SFA remnants and other pirates, have been observed cooperating with the Elyran Navy, Dominian Imperial Fleet, Hegemony, and — at times — Biesel-flagged vessels or non-SFA independent actors such as the Goddess’ Flotilla, a Dominia-affiliated privateering group. Rumors of foreign naval officers and officials visiting [[Visegrad]] have recently begun to circulate, though none have been confirmed.&lt;br /&gt;
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The Corporate Reconstruction Zone, caught between both sections of the Wildlands, has suffered from issues present in both sections since its creation. Piracy by former Solarian Navy vessels is common in all but the most well-policed areas due to the Republic’s small armed forces and corporate paramilitaries being spread thin and rarely equipped well enough to fight better-armed and better-equipped former Navy pirates. Worsening the issue is the loyalty many regions on the western fringe of the CRZ still feel towards the Solarian Alliance and the animosity they feel towards Biesel, which many view as a corporate-run occupier which only wishes to enrich itself. Navy pirates in the CRZ often find safe refuge in these systems when they must rearm, refuel, and repair their vessels. Their Biesel pursuers, often hired mercenaries or under equipped and undertrained TCFL volunteers, almost never challenge these pirate safe havens.&lt;br /&gt;
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====The Solarian People’s Liberation Fleet====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The corporations will call me a terrorist, a murderer, a mercenary deserter, a fascist warlord. I am none of these things, governor. I am, above all else, a protector of the Solarian people,”&amp;lt;/i&amp;gt; - Rear Admiral Augustín Cabanas (2426 - ) during the relief of Hang Tuah’s Rest, March 2463.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The most notable of all anti-Biesel pirates on the fringe of the CRZ, the SPLF is a group made up of a motley assortment of Solarian Navy personnel, local system defense forces, and displaced refugees from the Wildlands and CRZ which operates in a region of the CRZ along the Biesel-Sol border known as “the Hinterlands,” by [[Tau Ceti Foreign Legion|Biesel-aligned forces]]. It is led by [[Mictlan|Mictlani]] Navy officer Agustín Cabanas and has been a notable threat for Biesel in the Hinterlands which has seen the region effectively out of Republic control since the Collapse. The region has long been the most pro-Solarian section of the Wildlands and the SPLF, which raids corporate assets and gives them to the planets of the Hinterlands, has become ludicrously popular in it. This popularity, and a steady flow of refugees from the broader CRZ and nearby SRF, have ensured the SPLF had not lacked for recruits, supplies, or ships. Many of the SPLF’s recruits have previously cut their teeth in anti-corporate actions on planets such as Mictlan, and a large number of its current members are thought to be affiliated with the Samaritans of Mictlan.&lt;br /&gt;
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The core of the SPLF is an unusual one: the 15th, 16th, and 17th squadrons of the disgraced [[Human Wildlands#The Solarian Restoration Front|35th Fleet]] now most commonly known as the founder of the SRF. These three squadrons and their flagship, a powerful Rome-class battleship, defected from the Front after its conquest of Lycoris and found their way to the Hinterlands in early spring 2463, where they helped the beleaguered remnants of the Solarian Republic of Hang Tuah Rest’s System Defense Force fight off a major incursion by the Tau Ceti Foreign Legion and several PMC units. The squadron leader, Rear Admiral Cabanas, made an unusual choice: the assets gained from the destroyed TCFL force would be split between Hang Tuah’s Rest and the squadrons, effectively saving the planet. This won him immeasurable approval from its residents and the squadron’s reputation grew rapidly in the Hinterlands as it saved more pro-Solarian worlds and distributed the supplies of more corporate convoys.&lt;br /&gt;
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While it still remains centered around its ex-35th core the SPLF has grown over the intervening months and is now a messy amalgamation of Navy vessels, [[Solarian Armed Forces#System Defense Forces|SDF ships]], and civilian auxiliary vessels which have been armed and armored in the dockyards of the Hinterlands to better withstand Biesel’s forces, which they often engage on “liberation raids,” outside of the Hinterlands where they rob corporate or Biesellite assets and return to their isolated and cut-off territory with the spoils. This has made them many allies in the Hinterlands but few friends in the broader CRZ aside from the Solarian loyalists who often flee to the region in hopes of avoiding the Republic’s forces. Now, with the recent citizenship declarations by the Republic, more and more Solarians are fleeing to the SPLF and its Hinterland in hopes of either resisting Biesel or fleeing into the Alliance as a refugee. There are even rumors of Solarian Navy vessels and SPLF auxiliary freighters — most typically Ox-class freighters hastily painted Solarian green and given weaponry — meeting on the border to exchange supplies and transport refugees. Biesel, it seems, may have a much larger problem than it expected inside of its borders. &#039;&#039;&#039;Currently there is an ongoing ceasefire&#039;&#039;&#039; between the SPLF and the TCAF, which has been upheld without any major incidents or violations.&lt;br /&gt;
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====23rd SFA Tactical Group “Beauchamp’s Marauders”====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Thinking to get at once all the gold the goose could give, he killed it and opened it only to find nothing,”&amp;lt;/i&amp;gt; - Aesop.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Image:Admiral&#039;s_Regime.png|thumb|The ensign of the Southern Fleet Administration, one of the major successor states in the southern human wildlands. The gas giant featured in the upper left of this ensign is the fleet&#039;s berth.]]&lt;br /&gt;
Anti-piracy operations by various actors in the Southern Wildlands have broken much of the SFA’s cohesiveness and fleet-level coordination, but some SFA groups remain cohesive despite this. The 23rd Tactical Group, consisting of several squadrons, is one of these groups and is led by Commodore Daniel “Danny” Fitzpatrick, a veteran of the 10th and longtime personal friend of F.R. Beauchamp. Considered to be on of the 10th’s most adept officers prior to the Collapse despite his extreme corruption and history of violence towards his subordinates, Fitzpatrick has survived what his fellow SFA warlords — most of them also Commodores — have not by staying low and avoiding the attention of other naval powers. When Anastasija Siljan launched her attack on the Orchard Moon, the 23rd — which may have shifted the engagement in her favor — was nowhere to be seen.&lt;br /&gt;
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But despite being more coordinated than their fellows the 23rd is no less debaucherous or cruel than any other SFA warlord clique. It targets defenseless ships and robs them of their cargo, ransoms their crews, and kills any who resist. They are wantonly cruel against skrell or Foreign Legionnaires they capture, viewing them as the reason for the SFA’s collapse and the Alliance’s collapse respectively. And, even worse for them, the elimination of larger and more prominent SFA groups has placed a spotlight onto them, and the 23rd has recently been engaged by the pirate-hunting forces of the SSMD. Despite Fitzpatrick’s success so far it seems his career may be coming to an end, regardless of how much violence he uses to keep himself in charge.&lt;br /&gt;
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===Corporate Privateers===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Few wars are quite as vicious as the ones corporations wage in the shadows,”&amp;lt;/i&amp;gt; - John Schmidt (2412 - 2454), anti-corporate [[Tau Ceti]]-based author speaking to the Sol Alliance News Network shortly before his death under [[Nanotrasen Corporation|mysterious circumstances]] in 2454.&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Corporate privateers are often regarded as disposable, secret assets and would not be readily found on the Horizon. An Einstein Engines-affiliated privateer would never be hired on the Horizon.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A broad category of corporate funded and officially unofficial mercenaries, simple pirates, and desperados, corporate-funded privateers have long been used by megacorporations as assets used to interfere with their opposition while officially remaining on neutral, if not good, terms in order to maximize profit. Corporate privateers have long worked, fought, and died in the shadows and have long deliberately avoided acquiring the attention many of their counterparts have. Almost all corporate privateers, perhaps unsurprisingly, originate from [[Eridani Federation#Eridanian Non-Citizens|Eridani’s Dreg population]]. Many have attempted to interfere with a megacorporation and have been given a once-in-a-lifetime opportunity to get out of the [[Eridani Federation|Corporate Federation]] and avoid a messy execution. Corporate privateers are typically active in the Corporate Reconstruction Zone, where Einstein Engines has attempted to interfere with the Stellar Corporate Conglomerate, but can be found across the Spur with notable exceptions such as the Serene Republic of Elyra, Empire of Dominia, and certain regions of the Coalition and Alliance such as Sol itself, [[Himeo]], and Light’s Edge.&lt;br /&gt;
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Corporate privateers, due to most typically only attacking the assets of other corporations they are paid to harass, have a lower impact in terms of total violence than their piratical counterparts. However, their targeting of corporate assets often means they cause greater financial losses to the Spur as a whole, particularly when higher-value shipments such as [[Einstein Engines]] communications equipment or [[Stellar Corporate Conglomerate|SCC]] medical assets are damaged. It is, however, something of an unwritten rule to not target phoron shipments as the damage— even in the view of Einstein — to the Spur’s economy would be too great.&lt;br /&gt;
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Corporate privateers captured by government naval forces aside from the [[Elyra Military|Elyran Navy]] or [[Dominian Imperial Military#Imperial Fleet|Imperial Fleet]]— both of which execute them, assuming the Fleet does not capture [[Zavodskoi Interstellar|Zavodskoi]] agents — often quickly find the proper palms greased to permit their release and are quickly back on the job. Privateers captured by the competition are another means entirely, and their fates vary wildly from corporation to corporation. Some will attempt to “flip,” the privateer. Most will simply have them disappeared instead of going through the trouble. Life, after all, is cheap in the Spur. And nowhere is it cheaper than amongst the Eridanian Dregs.&lt;br /&gt;
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===Empire of Dominia-Affiliated Privateers===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“When I act I do so to carry out Her will. Some will call me a simple cutthroat killer for the actions [[Moroz Holy Tribunal|She]] demands, but they are fools to say so!”&amp;lt;/i&amp;gt; - Lord Admiral Carmelita Orona (year of birth unknown) in an unaired interview with Dominian state media.&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Kazhkz privateers are occasionally hired by organizations outside of [[Zavodskoi Interstellar]] due to their backgrounds. While being hired outside of Z.I. is not impossible, it is difficult, and former Kazhkz-affiliated privateers outside of Zavodskoi will always be underpaid and more closely watched compared to their colleagues.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The [[Empire of Dominia]] has long co-opted pirates in the Badlands and Sparring Sea to its own ends. While this has long drawn the ire of its neighbors such as the Hegemony, Republic of Elyra, and Coalition, this effort to engage pirates, and its own extremely harsh policies against piracy, have made the Empire relatively free of the issues commonly encountered in other nations. Those pirates hired by the Empire as privateers are often quite diverse and include both humans and unathi, with some funded by Clan Kazhkz even consisting entirely  of unathi. While looked down upon by the [[Dominian Imperial Military#Imperial Fleet|Imperial Fleet]] and [[Empire of Dominia Great Houses#House Zhao|House Zhao]], Dominian privateering operations have long formed a crucial part of the Empire’s economic strategy in the region by denying its competitors safe transit through the region outside of bluespace.&lt;br /&gt;
[[File:Dominia_Flag_Small.png|thumb|right|The Imperial standard of the Empire of Dominia. Offical Imperial flags are a rare sight on privateering vessels, and many instead utilize hand-made copies produced by the ship&#039;s crew.]]&lt;br /&gt;
While the Goddess’ Flotilla — a large and semi-religious privateering organization consisting almost entirely of human [[Empire of Dominia#Ma&#039;zals|Ma’zals]] — may be well-known in the region itself, no organization features more prominently than Clan Kazhkz when Dominian privateering is thought of in the broader Spur. Often consisting entirely of unathi drawn from the great house itself or recruited from other unathi pirate groups, Kazhkz privateers are known for their flamboyance and ability to make a profit — much of which goes back into House coffers in order to continue their operations. Despite these characteristics, Kazhkz privateers have long been looked down upon by the Imperial Fleet and House Zhao, both of which are hesitant to provide the privateers with supplies. The Emperor, who has intervened on behalf of the larger Goddess’ Flotilla, has long been hesitant to do the same for Kazhkz privateeers in order to avoid angering [[Empire of Dominia Great Houses#House Zhao|House Zhao]], which has long formed the backbone of the Fleet.&lt;br /&gt;
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====The Goddess’ Flotilla====&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Members of the Goddess’ Flotilla can be found on SCC facilities and are almost always [[Zavodskoi Interstellar|Zavodskoi]] employees. Finding employment outside of Zavodskoi is exceptionally difficult for Flotilla members.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The [[The Orion Spur#Sparring Sea|Sparring Sea]] and [[The Orion Spur#Badlands|Badlands]] are home to the greatest modern privateering organization in the Orion Spur: the Goddess’ Flotilla. Under the command of Lord Admiral Carmelita Orona, a Ma’zal from Alterim Obrirava, this militant coalition of pirates, Fleet deserters, and Imperial citizens has wreaked havoc on Elyran and Hegemony shipping for nearly thirty years and has done far more damage than the original pirate groups it formed from. The Flotilla has long had the unofficial backing of the Empire of Dominia and has used this to retain its edge against its targets, and to promote what it&#039;s leader views as the Flotilla’s Goddess-endorsed crusade against those in the region which do not honor Her, who must either pay tribute or suffer holy retribution. Being in the same privateering business as Clan Kazhkz’s Grudgebearers when it was first formed there were worries that the Flotilla would clash with it and cause further division at the highest levels of power. The Emperor, at the advice of the Caladius who wished to forestall potential conflict and increase their own profits, agreed to a solution which would ease these possibilities. The Emperor privately decreed that Clan Kazhkz would not operate in the same regions of space as the Flotilla, those regions being the closest and most traveled regions to the Empire; instead offering the Kazhkz’s lucrative contracts to take their raiding further afield to more dangerous, but wealthier areas of the spur. Recently, this has meant the Southern Wildlands, where Kazhkz privateers raid the loosely controlled territories of the Southern Solarian Military District and Southern Solarian Provisional Government.&lt;br /&gt;
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While privateering within the [[Human Wildlands|Wildlands]] is considerably more dangerous due to the remnant Solarian Fleets holding enough combat power to challenge the entire might of the Imperial Fleet, causing heavy losses among the privateers, it is much more profitable both in terms of Imperial contracts and the loot gained from a far more developed region of space. This has earned the Kazhkz a surprising amount of respect from the Flotilla, combined with the religious reputation of the House, as well as a lack of competition between the two amplifies this respect. When Kazhkz ships transit back towards Dominia through the Sparring Sea, they often run into ships of the Flotilla looking for raiding targets or heading further out towards the Badlands. It has become common practice for one or both of the captain’s to invite the others crew aboard for a short celebration, and for the crews to intermingle after spending perhaps months on end with each other. Many privateers, both Flotilla and Kazhkz look forward to these meetings, as it is one of the only times a blind eye will be turned to alcohol, or butanol, being consumed aboard.&lt;br /&gt;
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The Flotilla is significantly better-equipped than its piratical counterparts due to its status as an unofficially state-backed privateering organization intended to fight the enemies of the Empire in the region, particularly the Serene Republic of Elyra. Much of this equipment is surplus or otherwise decommissioned equipment “sold,” or “misplaced,” by the Imperial Fleet such as dated Empire-class cruisers which are, despite their age, fully capable of engaging and destroying military and civilian targets alike with their 608mm “Thunderer” main armament. Despite their unofficial status, letters of marque are held by many Flotilla captains and House Zhao, though often with reluctance, is sworn by decree of the Emperor to honor them. House Zhao’s officers often look down upon the Flotilla despite this decree, viewing them as little more than useful chaff and overzealous Ma’zals barely fit to use the equipment provided to them. Many Zhaos do not believe the Flotilla is ultimately loyal to the Empire as it was founded by a deserter and many in its ranks are Imperial Fleet deserters. They may say they represent the Goddess’ will, but who is to say if this means they are loyal?&lt;br /&gt;
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The sailors and officers of the Flotilla are mostly drawn from the Ma’zal population of the Empire and are often deserters from the Imperial Fleet who have opted to switch to a less strict organization. Others are adventurous civilians from the Empire, or rarely beyond its borders, who have fallen for the romanticism so often associated with a free life in the void. Unathi are almost never found in the Flotilla, instead preferring privateering groups backed by their great house. Those that are found within the Flotilla are usually outcasts, unable to fight alongside Kazhkz privateers for whatever reason and will generally shy away from those who do. Faith is a near-universal constant in the Flotilla regardless of an individual member’s origin and the Flotilla itself is well known for its uniquely quasi-religious structure where a ship’s captain is also its head religious figure, and most crews will host a mass sermon before entering combat. Flotilla officers will often powder their faces white and draw red lines on their face like those of a Tribunal priestess, and many additionally opt to dye their hair red as a further sign of devotion.&lt;br /&gt;
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Lord Admiral Orona herself is said to strictly uphold these religious codes. A woman shrouded in mystery, little is known about Orona’s background beyond vague strokes. While her year of birth is unknown Orona is known to be the child of Ma’zal workers employed by the Helium-3 industry on [[Empire of Dominia#Alterim Obrirava|Alterim Obrirava]] and was intensely religious. She joined the [[Dominian Imperial Military#Imperial Feet|Imperial Fleet]] and rose to an unknown rank before allegedly hearing the [[Moroz Holy Tribunal|Goddess]], who commanded her to begin a holy crusade against the Empire’s enemies in the Sparring Sea and Badlands. Orona then deserted and has since formed the Flotilla around herself, commanding it from an unknown location said to be on the edge of Dominian space. Her status as a Goddess-touched individual — a woman able to commune with the Goddess and interpret Her words — has not been confirmed by the Holy Tribunal.&lt;br /&gt;
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The Flotilla, despite its crusade-based origin, generally employs violence as a last resort and instead relies upon its fearsome equipment and reputation. Many independent merchant vessels in the Sparring Sea work tithes to the Flotilla into their budget, and some even opt to hire a follower of the Holy Tribunal to negotiate with them. Orion Express has begun to incorporate this into their shipping practices for the region, hiring Tribunalists, even some former members of the Flotilla, as negotiators on their behalf. On the other hand, [[Izweski Nation|Hegemony]] and [[Elyra Military|Elyran Navy]] vessels serve as the main opposition for the Flotilla in the Sparring Sea and it generally avoids engaging them, instead preferring softer targets such as the lone Elyran or [[Hephaestus Industries|Hephaestus]] merchant vessels it often captures for ransom. Besides these nation-states and corporations, the Flotilla also interacts with the many [[Unathi]] pirates who roam the Badlands and Sparring Sea. Their relationship with most Unathi pirates tends to be one of mutual distrust but not outright hate, with both sides wanting to mostly leave each other alone. This sense of mutual isolation doesn’t apply with Hiskyn’s Revanchists, led by Fer’is Hiskyn, once Fer’is Kazhkz. Her husband was killed for not wanting to join the Empire by the Unathi who would go onto form Clan Kazhkz, and after a short battle which she lost, she swore vengeance upon them and the Empire itself. Whenever vessels flying her black and red skull adorned flag spot vessels belonging to the Flotilla, they attack, attempting to board as many vessels as possible regardless of their own losses. Those who surrender and are human are spared, however any Unathi are immediately put to death. While significantly less well equipped then the Flotilla, and too small to cause any significant harm, the Revanchists are a small thorn in the Flotilla’s side, harassing larger Flotilla forces within the Sparring Sea and forcing the diversion of raiding groups to squash these efforts to intrude on the Flotilla’s hunting grounds. Both the Flotilla and Imperial Navy have attempted to deal with the Revanchists for some time but have had little success aside from destroying vessels whenever they appear.&lt;br /&gt;
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The Goddess’ Flotilla, like the broader Empire of Dominia, is bound by a [[Dominian Culture#Honor|code of honor]]. The Flotilla Code, as it is commonly known, can result in severe punishment if broken and is said to come from the mouth of the Lord Admiral herself. Goddess’ Flotilla sailors, in addition to the Code, are expected to follow the Holy Tribunal’s edicts and Imperial law, at least when in Dominian space. The Flotilla Code can be viewed below:&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;vertical-align:middle&amp;quot;&amp;gt;&lt;br /&gt;
{| id=&amp;quot;edicts&amp;quot; style=&amp;quot;width:65%; background:#87185b; vertical-align:middle; text-align:center; margin-top:1.2em; margin-left:2em; border:4px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:56%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;The Flotilla Code&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #ccc; margin:0; background:#632149; padding:.1em; color:#fff;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I.&#039;&#039;&#039; There is no authority higher than the Goddess, for She is our creator and to Her we return. The captain is the highest authority aside from Her aboard a ship, and in a squadron the captains shall vote amongst themselves for a leader. The Lord Admiral can appoint a flotilla leader as is necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II.&#039;&#039;&#039; Every crewmember of the vessel, even if ill, is entitled to their share of the prize once it has been collected. Prize money can be withheld for misconduct at the captain’s behest. Defrauding the ship is to be punished by marooning on the nearest inhabitable planet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III.&#039;&#039;&#039; No heathen or heretic is allowed to be amongst the Flotilla. All found shall be allowed one opportunity to recant and convert. If they deny this, they are to be marooned. If they accept and continue to disobey Her, they are to be executed. Willful assistance of a heretic or heathen shall be punished at a captain’s discretion.&lt;br /&gt;
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&#039;&#039;&#039;IV.&#039;&#039;&#039; Keep your equipment issued to you by the quartermaster clean and ready for combat.&lt;br /&gt;
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&#039;&#039;&#039;V.&#039;&#039;&#039; Cowardice in the face of the enemy shall result in marooning. Abandonment of one’s station without good reason will result in execution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI.&#039;&#039;&#039; Do not strike fellow crew aboard. Disputes which cannot be resolved by a captain or officer shall be settled off ship via a duel to first blood.&lt;br /&gt;
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&#039;&#039;&#039;VII.&#039;&#039;&#039; Betrayal of the Flotilla to its enemies shall be punished by death.&lt;br /&gt;
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&#039;&#039;&#039;VIII.&#039;&#039;&#039; Followers of Her will shall not be intentionally harmed by the Flotilla.&lt;br /&gt;
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&#039;&#039;&#039;IX.&#039;&#039;&#039; Vessels which have paid their tithe shall not be harassed by the Flotilla. Vessels which have paid for a tithe and escort are to be aided if they are involved in a pitched battle.&lt;br /&gt;
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&#039;&#039;&#039;X.&#039;&#039;&#039; A Flotilla engineer entrusted with running a shipyard is to be assisted whenever possible, for they are the lifeblood of the Flotilla.&lt;br /&gt;
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&#039;&#039;&#039;XI.&#039;&#039;&#039; A Flotilla member who loses limb or is otherwise disabled in service is to be paid double prize for their last prize, and provided with the funds to pay their Mo’ri’zal by the Flotilla.&lt;br /&gt;
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&#039;&#039;&#039;XII.&#039;&#039;&#039; Any prisoner taken shall be treated with courtesy and respect until their ransom is paid, at which point they shall be delivered posthaste. To harm a prisoner shall be met with death, for it is considered to be harming the Flotilla’s prize.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unified Sadar Fleet===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“A [[Scarabs#The Released|Sadar]] is undeserving of even the name with which they were born,”&amp;lt;/i&amp;gt; - Common Scarab Fleet saying.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Scarab_logo.png|thumb|250px|The unique emblem of the Scarabs. A symbol which is, at least officially, not to be used by Sadars.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Members of the Unified Sadar Fleet are rarely found outside of it due to their commitment to serve it until death. Any former members will do their best to keep affiliations with it secret.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Most cast out from the closely-knit ships of the [[Scarabs]] simply languish and often perish before they make it to civilization, or encounter another ship. Those that do not resign themselves to their fate and simply perish often find themselves in the ranks of the United Sadar Fleet, a loosely-knit band of rogues and cutthroats who have taken the traditional Scarab beliefs of camaraderie and loyalty to one’s vessel and family aboard it and twisted into s belief that whatever must be done in order to survive. To the typical Scarab the USF are a band of cockroaches tainting the broader Spur with their corruption of the Scarabs’ traditions, and should be destroyed on sight. To the Fleet themselves they are simply beleaguered outcasts attempting to make the best of a situation forced upon them by the broader Scarab fleet.&lt;br /&gt;
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Those exiles who do join the Fleet do so via a ritual where they declare themselves to be loyal to it and it above until death, and to never abandon their fellow Sadar no matter what happens. This has made the Fleet an extremely tightly-knit and secretive group as few former members exist, with most serving until their deaths. The Fleet is isolationist and rarely interacts with the broader Coalition — or Spur — aside from raids it launches on isolated spaceborne outposts and unprotected vessels in order to acquire the supplies they need to survive and continue their policy of isolation.&lt;br /&gt;
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These raids have never been documented on a planet with gravity as the Fleet mostly lacks the more modern [[Offworlder Humans#The ESS|ESS]] the Scarabs use and must make due in the environment their form has adapted to. For this reason raids on vessels and stations almost always start with the disabling of its gravity generator in order to allow the Fleet to fight in its natural environment. Raids on vessels with backup generators or magbooted crews are often far less successful as many of the Sadar raiders have never set foot in gravity and are entirely unprepared to experience it. More modern civilian ships which have entered the Coalition market recently, such as [[Himeo|Himean]] designs, often feature these backup generators to defeat Sadar raids. Many are even armed sufficiently to fight off the ancient Scarab vessels the Sadar are known to pilot, and some have even destroyed them.&lt;br /&gt;
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This lack of success has caused the Sadars to be significantly less prevalent in recent decades, with many officials proudly stating the pirate group is on its way into history. But this lack of activity has led to rumors the Fleet is planning to, rather than simply lay over and die, launch an exodus into uncharted space in order to find a [[Deep Space|new paradise]] for themselves. This is, of course, only a rumor. But it is a rumor which, due to the secretive nature of the Sadar,  is nigh-impossible to confirm or deny. Even if not grounded in reality, it will doubtlessly remain for the near future.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia_Great_Houses&amp;diff=34914</id>
		<title>Empire of Dominia Great Houses</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia_Great_Houses&amp;diff=34914"/>
		<updated>2024-12-17T10:54:33Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Removing Dominian Unathi their noble status&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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===Emperor Bolesław===&lt;br /&gt;
[[File:Dominia_Flag_Small.png|thumb|right|Imperial standard of Emperor Boleslaw Keeser.]]&lt;br /&gt;
&#039;&#039;&amp;quot;His Majesty Emperor Boleslaw Keeser, by the Grace of the Goddess and the Tribunal, King of the Holy Nations of Moroz and Chief Precentor of Moroz, Grand Emperor of the Imperial Alliance, Holy Lord of Ofassel, Lord Protector of the Confederate States of Sovereign Fisanduh, King of Zhurong, King of Alterim Obrirava, King of Alterim Balteulis, Overseer of Sun Reach, High Lord Commander of the Dominian Imperial Armed Forces, Holy Unifier of Moroz, First of the Great Houses, Lord Noble of House Keeser, Doctor of Laws honoris causa of the Juro School of Genetics and Bio-Sciences, and Sovereign Emperor of Dominia.&amp;quot;&#039;&#039; - Full title of Emperor Bolesław&lt;br /&gt;
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&#039;&#039;&#039;House Colors: Red Shades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
House Keeser are the long-standing rulers of the Empire of Dominia, having led the Empire for its entire existence. With only a handful of direct members, House Keeser is much smaller than the five great houses and is instead solely made up of the royal family, their immediate relatives, and any associates they may have. Despite its small size, however, House Keeser wields incredible power in the Empire’s absolute monarchy and the current Emperor, Boleslaw Keeser, is widely respected throughout the Empire as a visionary that has helped make Dominia an interstellar power.&lt;br /&gt;
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Their status as the royal family of Dominia has granted the Keesers immense power and prestige both at home and abroad, and the continuation of the family’s status as the Emperor of Dominia seems all but guaranteed due to the extreme popularity of Crown Princess Priscilla Keeser, the current heir to the throne. But with Emperor Boleslaw Keeser, famed and venerated architect of much of Dominia’s recent prosperity, growing older and older day by day, the Empire waits with bated breath for what will come when the Emperor joins the Goddess and the Crown Princess ascends to the throne.&lt;br /&gt;
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===House Strelitz===&lt;br /&gt;
[[File:House_Strelitz.png|thumb|right|Standard of House Strelitz.]]&lt;br /&gt;
&#039;&#039;&#039;House Colors: Dark Red Shades&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Leader: Grand Duchess-Electress Dorothea-Frieda Strelitz&#039;&#039;&#039;&lt;br /&gt;
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The traditional backbone of the Imperial Army, House Strelitz has a storied and venerable tradition as a military power in the Empire of Dominia. This house is descended from the colonial security forces of the landing sites and has over the centuries developed into a highly martial and honor-based society centered around defending the Empire from enemies within and without. Much of the current principles of honor held by the Empire’s nobility - and the common hobby of fencing - can find their origins within the meeting halls and barracks of House Strelitz. They are highly regarded throughout the Empire for their military prowess, and the High Lord General of His Majesty&#039;s Imperial Army has traditionally been either a member of House Strelitz or a member of their close allies, the Volvalaads.&lt;br /&gt;
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The pride of House Strelitz is its officer corps, which are recruited from both the house itself and commoners in order to retain a competitive edge over their competitors. These officers are rigorously trained and educated in matters both military and civil (with a particular focus given to the importance of honor and noblesse oblige) in order to produce a class of officers that uphold the highest standards of Goddess and Empire both on and off of the battlefield. Many officers from House Strelitz itself are geneboosted thanks to the close alliance of House Strelitz to House Volvalaad and the Empire’s long-standing expertise in genetic engineering. A common mark amongst graduates of House Strelitz’s military academies is a fencing scar below the eye, in order to show that one is brave enough to take a hit without flinching. As a result of their extremely high standards of training House Strelitz and its allies form an overwhelming majority of the Empire’s general staff.&lt;br /&gt;
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House Strelitz’s second pride is its joint control of the Imperial Armaments Company with House Zhao: House Streltiz dominates the military sector, while House Zhao dominates the naval sector. The talented engineers and scientists of the house have produced many innovations throughout their venerable careers, and are often regarded by others within the Empire as the true reason for their victory in the War of Moroz. As a result, many of House Strelitz’s most renowned holdings can be found in and around the Morozian industrial heartland of Jinxiang. The House is perhaps the group most involved with Zavodskoi Interstellar in the Empire of Dominia, with many of its members working for the megacorporation in various positions, and rumors allege that House Strelitz was a major factor behind Zavodskoi Interstellar’s entry into the Empire of Dominia.&lt;br /&gt;
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The current leader of House Strelitz is &#039;&#039;&#039;Grand Duchess-Electress Dorothea-Frieda Strelitz&#039;&#039;&#039;, who also serves as High Lord General of His Majesty&#039;s Imperial Army. Although not geneboosted due to health concerns she is nevertheless considered a genius at both matters of strategy and decently adept politics. However, the Grand Duchess-Electress leaves much of the day-to-day and otherwise nonmilitary matters of her house to the care of her wife and a privy council of adept commoners and house members, instead of being concerned with grander matters of Imperial external politics.&lt;br /&gt;
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===House Volvalaad===&lt;br /&gt;
[[File:Volvalaad_Flag_Small.png|thumb|right|Standard of House Volvalaad.]]&lt;br /&gt;
&#039;&#039;&#039;House Colors: Blue, Black&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Leader: Grand Duchess-Electress Landi Volvalaad&#039;&#039;&#039;&lt;br /&gt;
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Based on the genetic scientists and leaders of the original Moroz colonies, House Volvalaad’s power is in its research and diplomatic dominance. Believing strongly that it is the Goddess’ will that Humanity improves upon itself genetically, they have innovated new gene-therapy techniques based upon their roots as horticulturalists, along with biochemical enhancements tailored to the environment of Moroz. House Volvalaad sponsors the Empire&#039;s renowned Juro University, and is known to send exceptional commoners through the school before integrating them into the family. They are the House most in favor of integration with human nations and have successfully pushed for trade and diplomacy channels to be opened with other nations. Some members of the House wish to push for even further diplomatic openness, particularly a loosening of citizenship restrictions and a replacing of the sponsorship system with a bureaucracy. House Caladius, a key player in the Imperial bureaucracy, has already come out in support of this effort.&lt;br /&gt;
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House Volvalaad is responsible in one way or another for a large majority of the Empire&#039;s research, on topics ranging from weapons and agriculture to medical areas such as gene modification and augmentation. They work closely with all the other Great Houses, particularly House Zhao in areas related to their focuses. Many members of House Volvalaad travel outside the Empire seeking experience in relevant fields to further improve the knowledge base of their House. The Volvalaads are the forebearers of the geneboosting techniques that the Empire of Dominia is now famous for and contain a greater percentage of geneboosted individuals than any other house in the Empire of Dominia. The demand for geneboosting has brought great prestige and wealth to the Volvalaads, and has made them perhaps the most prominent great house aside from the royal family themselves.&lt;br /&gt;
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Aside from research, the Volvalaads are heavily involved in the Imperial Army thanks to both their geneboosting abilities and their close alliance with House Strelitz. Many Volvalaads attend a House Strelitz military academy and become officers of the Imperial Army, while conversely many of House Strelitz are geneboosted in the facilities of House Volvalaad. Both houses have a famously competitive, although friendly and sporting, fencing rivalry and will often compete with one another for the bragging rights that come with one’s members being the greatest fencers in the Empire.&lt;br /&gt;
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With their eyes focused upon the outside world and many of the great house traveling abroad, House Volvalaad represents the stronghold of the Empire’s liberal and reformist factions. Support for the royal family and its reforms is higher in House Volvalaad than any other great house, and the royal family considers the house to be a close ally. This liberal inclination has led the Volvalaads to possess perhaps the best interstellar image of any great house, and as a result, the royal family tends to appoint members or affiliates of the Volvalaads to perform duties that often involve showcasing Dominian medical and scientific prowess to foreign governments. House Caladius’ liberal faction still serves as the main instrument of Imperial diplomacy abroad, however.&lt;br /&gt;
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The current leader of House Volvalaad is &#039;&#039;&#039;Grand Duchess-Electress Landi Volvalaad&#039;&#039;&#039;. Doctor Volvalaad is both a very talented genetics researcher, an adept player of the great game of Dominian politics, and has worked tirelessly to keep the Volvalaads as the Empire’s most prominent house both at home and abroad. Under her leadership, the Volvalaads have come to prominence under the employ of  Zavodskoi Interstellar, something that has further improved the Volvalaad’s image abroad. It is clear that the Grand Duchess-Electress wishes to further liberalize the Empire in order to improve its interstellar image, but it is uncertain how far she will go or how she will manifest this intention.&lt;br /&gt;
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===House Caladius===&lt;br /&gt;
[[File:Caladius_Flag_Small.png|thumb|right|Standard of House Caladius.]]&lt;br /&gt;
&#039;&#039;&#039;House Colors: Purple Shades&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Leader: Grand Consul-Elector Marcus Caladius&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Based upon the Holy Kingdom&#039;s priestly and administrative classes, House Caladius is considered to be the wealthiest noble house in terms of sheer economic power. Using complex and efficient administrative systems, House Caladius manages to squeeze every Imperial Pound out of every inch of land that they control before they take this money and invest it in new infrastructure and businesses. One example of large infrastructure funded by House Caladius was the Imperial Railroad, turning huge profits in recent years. House Caladius manages the central bureaucracy and bank of the empire, headquartered at the Keeser Imperial Bank of Moroz in the capital. The efficient bureaucrats of House Caladius play a large part in the inner workings of the Empire, especially in areas related to fiscal and administrative areas. They work closely with the Emperor, as well as the commanders of the Imperial military, to ensure adequate funding is received each year.&lt;br /&gt;
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House Caladius manages to keep itself relevant politically by the sway it holds over the Holy Tribunal, more so than any other noble house. Due to its meritocratic founding as a merger of the priesthood and administration, House Caladius adopts more Secondaries than any other noble house, with Secondaries making up approximately 30% of the house. Unlike any other great house, the leader of House Caladius is elected every five years by all registered members of the house in order to theoretically ensure that the most qualified leader is selected. A great number of the Empire’s clergy are still drawn from or eventually integrated into, the ranks of House Caladius. Many Tribunalist temples are named after the nobles of House Caladius, which is and remains the largest sponsor of the Holy Tribunal and its associated Caladius-dominated bureaucracy.&lt;br /&gt;
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The heavily meritocratic and “wide tent,” cast by House Caladius has caused it to run into some internal issues in recent years, however, as the mercantile and bureaucratic factions of the house conflict with the priestly and faithful factions of the house. The merchant faction supports further liberalization of the Empire along the lines of House Volvalaad in order to expand their operations and influence into the greater galactic community, particularly with Idris Incorporated and other megabanks. The priestly faction, conversely, supports the conservative status quo and is wary of most if not all sentiments regarding liberalization from their mercantilist compatriots. With Crown Princess Priscilla Keeser, a staunch reformer, set to inherit the absolute power of the throne after Emperor Boleslaw Keeser’s passing, these factions are being brought into more and more intense conflict by the day.&lt;br /&gt;
&lt;br /&gt;
The man at the center of this political maelstrom is &#039;&#039;&#039;Grand Consul-Elector Marcus Caladius&#039;&#039;&#039;, a longtime Keeser Imperial Bank of Moroz bureaucrat elected to the position of Grand Consul-Elector in 2460. The Grand Consul-Elector is an adept bureaucrat, holding a doctorate in economics, and a savvy player of the political games of both House Caladius and the greater Empire. However, he has been placed in the increasingly impossible position of peacemaker between the liberal and conservative positions of House Caladius. While Doctor Caladius has walked the tightrope of moderation between liberal and conservative for the time being, only the Goddess Herself knows if he will keep the peace with honor, or be voted out of power in failure. A non-geneboosted Morozian human himself, the Grand Consul-Elector is often viewed as a voice for the everyday Morozian amongst his fellow Electors.&lt;br /&gt;
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===House Zhao===&lt;br /&gt;
[[File:Zhao_Flag_Small.png|thumb|right|Standard of House Zhao.]]&lt;br /&gt;
&#039;&#039;&#039;House Colors: White, Gray&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Leader: Grand Duke-Elector Qishan Zhao&#039;&#039;&#039;&lt;br /&gt;
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With their background as engineers, House Zhao is responsible for much of the Empire&#039;s naval assets and provides a great amount of their line and flag officers. They rose in prominence when it came to the formation of the Navy, and used a large amount of their facilities and family funds to build shipyards and spacecraft when no other house was willing (or in some cases, able) to take on such a responsibility. Lucrative naval contracts for everything varying from shuttlecraft, to fighters, to capital ships have been awarded to the House. House Zhao has seen a great amount of profit from the recent expansion of the Empire&#039;s territories, especially after a much larger naval budget was announced for 2461. As a reward for their service and efforts to the throne, the Grand Admiral of His Imperial Majesty’s Fleet has been a member or affiliate of House Zhao for as long as the Empire has existed.&lt;br /&gt;
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Similar to their Imperial Army counterparts in House Strelitz, the true pride of House Zhao lies in its naval officers. The naval cadets of House Zhao and its affiliates, which often include talented commoners, will - over the course of their four years of training - become some of the most well-trained and well-educated naval officers in the entire Orion Spur, and take great pride in their naval prowess. His Majesty’s Imperial Admiralty of Dominia, the high command of the Dominian navy, is staffed almost entirely by members or affiliates of House Zhao and is regarded as one of the best-led naval forces in the Orion Spur. Naval cadets of House Zhao do not pursue the same &amp;quot;scar of honor&amp;quot; that their House Strelitz counterparts do, though the military academies of the Strelitz and naval academies of the Zhao are often known to hold fencing competitions between one another.&lt;br /&gt;
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Some of the best civil engineers in the Empire come from House Zhao, and their engineers are second to none in the design of naval weapons, armor, electronics, and munitions. Due to the demands of the Navy, both in research and funding, cooperation with Houses Volvalaad and Caladius is commonplace. The Zhao maintain a cordial relationship with their Imperial Army counterparts, House Strelitz, and are a dominant force in the naval section of the Imperial Armaments Company. Unlike their Imperial Army counterparts, geneboosting is quite rare in House Zhao due to the space constraints present within spaceborne vessels. House Zhao commonly works alongside Zavodskoi Interstellar due to their prominence in naval weaponry, with many Dominian members of the megacorporation originating in House Zhao.&lt;br /&gt;
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Much like the Volvalaads, however, the Zhaos have similarly pushed for the Empire to expand its intergalactic presence in the Orion Spur. But while the Volvalaads busy themselves with diplomacy and the Empire’s interstellar image, particularly in the Republic of Biesel, the Zhaos focus instead on expansion through naval supremacy. This has made them deeply unpopular in the Coalition of Colonies, where they are often viewed as the vanguard of Dominian imperialism. The Zhao typically have an intense dislike of the Kazhkz, stemming from their history of piracy before joining the Empire.&lt;br /&gt;
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The current leader of House Zhao is &#039;&#039;&#039;Grand Duke-Elector Qishan Zhao&#039;&#039;&#039;, an aging naval officer and old warhorse of the navy. However, the true leader of House Zhao in all but the official title is known to be the current Grand Admiral of His Imperial Majesty’s Fleet, Duchess Huiling Zhao. The position of Grand Admiral commands immense respect in House Zhao and, in the rare event that the current Grand Admiral is not also the Elector of House Zhao, the Elector of the house will often bow to the Grand Admiral’s will in naval matters.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
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[[Category:Humanity]]&lt;br /&gt;
[[Category:Unathi]]&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=Empire_of_Dominia&amp;diff=34913</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=34913"/>
		<updated>2024-12-17T10:53:50Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Secondaries */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = Mira Sancta&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = High Morozi (Tradeband), Vulgar Morozi (Solarian Common)&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
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The &#039;&#039;&#039;Empire of Dominia&#039;&#039;&#039;, often simply referred to as “the Empire,” is a heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the Mira Sancta System. This autocratic state is presently ruled by His Imperial Majesty &#039;&#039;&#039;Emperor Boleslaw Keeser I&#039;&#039;&#039;. The Empire of Dominia was proclaimed in 2385 by Emperor Godwin Keeser, the father of Boleslaw Keeser. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socioeconomically stratified due to the so-called blood debt, known as the Mor’iz’al. All citizens are born with the Mor’iz’al debt in exchange for the privileges of citizenship, a debt that takes some a lifetime or more to pay off. Imperial society is heavily divided by class and the Mor’iz’al blood debt is a very important part of Imperial society. Many in the Empire follow a strict code of honor, which originates with its great houses. The Empire is considered by many to be a threat to the free frontier. Its state religion is the Moroz Holy Tribunal which lays a heavy hand upon the Imperial government, with their edicts enforceable as law and those that violate its edicts being referred to as “edict breakers,” a class of unpersons actively hunted down by the government. Perhaps the most famous export of the Empire is the gene-boosting techniques it has carefully developed over centuries, though they lag behind the Skrell. It remains highly imperialistic and somewhat isolated but has recently made strides to enter further into the galactic stage. “In the Goddess’s Name, So Shall It Be Done” is commonly regarded as the unofficial motto of the Empire, due to the association of the phrase with the Tribunal.&lt;br /&gt;
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==Population and Planets==&lt;br /&gt;
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Based on the 2459 Imperial Census, the total population of the Empire is roughly fifteen billion, though this number has grown in the intervening years. Citizens from the Imperial Core tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunal&#039;s power. As one travels outwards from the Imperial Core loyalty to both Emperor and Goddess slowly fades, and the presence of the Imperial Army increases in response.&lt;br /&gt;
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Citizens of the Outer Empire or &amp;quot;Imperial Frontier&amp;quot; tend to lack loyalty to both the throne and the Tribunal, largely due to being conquered by force rather than colonized by Morozians as the Dominian core worlds were. Many subjects are new to the Empire in these regions and are unwilling to bend the knee, leading to a great number of military units being stationed here. Imperial frontier subjects have a reputation for being uncivilized in the Inner Empire. They tend to be unwilling to convert, with these regions seeing higher amounts of edict-based executions.&lt;br /&gt;
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====[[Moroz]]====&lt;br /&gt;
The capital planet the Empire with roughly six billion residents. The planet is largely dominated by its large polar circles which encompass around 70% of the planet’s surface. Moroz is by far the wealthiest settlement in the Empire and owes much of its wealth to the extraction-based economics of Dominian imperialism, which has led to some resentment from other planets in the young Empire.&lt;br /&gt;
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====Zhurong====&lt;br /&gt;
[[Image:Minimap Dominia.png|thumb|A closer image focusing on the planets and territory of the Empire.]]&lt;br /&gt;
Colonized in 2367 by the combined efforts of the Imperial Alliance and Holy Kingdom of Domelkos, the Imperial Mandate of Zhurong is the Empire’s oldest continuous colony. Zhurong is home to plentiful mineral deposits which form the backbone of the local economy, and have ensured the planet is the beating industrial heart of the Empire and its Fleet. Its capital Hongse Chengbao, literally translated as Red Castle, is in one of the few stable regions of the planet and takes its name from the large Imperial Fleet Arsenal which was established there in the early 2370s. Much of the planet’s surface outside of the stable regions is constantly shifting and exposing new mineral deposits which the Empire readily exploits by using large mobile mining walkers designed to withstand the frequent earthquakes and volcanic activity Zhurong is known for. The planet is known to be far hotter than Moroz and local fashion discards the long sleeves and heavy coats of Moroz for short sleeves and lighter fabrics.&lt;br /&gt;
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In both the present day and historically Zhurong has served as a critical industrial hub for the Empire which produces many of its weapons of war, ranging from humble infantry rifles to the venerable Moroz-class dreadnoughts of the Imperial Fleet. Most in House Zhao, which has long dominated Zhurong, believe the War of Moroz was won in Zhurong’s factories and orbital shipyards. The ever-increasing demands of the Empire’s colonial conquests has resulted in the Admiral-Governors of Zhurong creating the Red Castle System: a decree which divides the planet into a series of counties which are ruled by minor nobles or qualified Secondaries affiliated with House Zhao. Appointed by the Admiral-Governor, these Counts and Countesses are responsible for ensuring the quotas set for Zhurong by the Imperial Council are met. If they are not met, the rulers can simply be removed. Despite the risk of removal some families have had a great deal of success as Counts minted by the Red Castle, and have made themselves and their holdings immensely wealthy in the process.&lt;br /&gt;
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Perhaps the most successful of the Red Castle Counts is the Kaneko family, a group of minor nobles who are responsible for large-scale steel production in Kaneko County. Unfailing in their loyalty to House Zhao and the broader Empire, House Kaneko is known for its fair and relatively meritocratic policies towards its subordinates, including its Ma’zal workers, and has never once failed to meet its assigned quotas. Their family crest — a yastr holding a forging hammer in its claws — is stamped on every piece of steel they forge and is a common sight throughout the Imperial military. House Kaneko’s motto — Zhurong Steel — has become a slang term in many corners of the Empire for a high-quality product which will not fail. The family has consistently refused offers to integrate it into House Zhao, citing their role as servants of House Zhao above all things. More cynical souls have pointed to House Kaneko’s independence allowing for it to more easily interact with foreign companies, such as Zavodskoi Interstellar.&lt;br /&gt;
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Those beneath these Counts and Countesses are primarily Ma’zals and less wealthy Secondaries, though some minor nobles can be found in administrative positions across the planet. The factories and mineral fields of Zhurong are a common destination for Ma’zals looking to quickly work off their Mo’ri’zal, and those of their family, despite the hazards associated with working in the mineral fields. Earthquakes and volcanic activity are two major hazards which face the mining walkers of Zhurong, and injuries can be quite common among the planet’s miners despite safety standards and protective equipment demanded by the Admiral-Governor for all miners. In the factories in orbital works of Zhurong life is significantly safer but pay is lower. Zavodskoi Interstellar, a recent partner of the Empire, has begun to invest large amounts of funds into the planet’s industrial infrastructure, and Zhurong’s fortunes seem to have improved greatly through cooperation with Zavodskoi. Some in the broader Spur have whispered of Zavodskoi’s intent to turn Zhurong into their version of [[New Hai Phong]] — an industrial planet which they can cite as a major accomplishment and source of income.&lt;br /&gt;
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====Zhurong Imperial Shipbuilding====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Let me phrase this in a way even you can understand, Grand Consul. A sculptor cannot function without her materials, yes? The resources you will be diverting into this pet project of yours are my materials, and my sculpture is our Empire!”&amp;lt;/i&amp;gt; — Grand Admiral Huiling Zhao during discussions preceding the creation of ZIS.&amp;lt;/center&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Zhurong Imperial Shipbuilding&#039;&#039;&#039; is a Zavodskoi Interstellar affiliated company subordinate to the larger Zhao-run Zhurong Imperial Naval Arsenal (ZINA) which is located on the Empire of Dominia’s industrialized core world of Zhurong. The ZIS is focused around, as the name implies, the construction of ships but has a focus on civilian hulls rather than military ones. Founded in 2462 after the construction of multiple shipyards in orbit of the industrial planet [[Empire_of_Dominia#Zhurong | Zhurong]] by House Zhao and funded by House Caladius, ZIS is  a successful attempt by the Empire to force Hephaestus Industries out of a market, in this case the need for civilian and industrial vessels within the Empire of Dominia, and replace it with a native Dominian company. &lt;br /&gt;
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Contemporary Operations and Influence: Currently, the ZIS profits along the Great Houses of the Empire, using the raw resources of newly conquered frontier worlds to build the vessels which transport those resources from the frontier worlds. By cooperating with both  House Zhao and Caladius and focusing their efforts on civilian vessels rather than military ones, ZIS has come to hold a near monopoly over the construction of those vessels within the Empire, and limitations on other megacorporations places by the Chief Commissioner of Economic Development ensure their position remains secure. Outside the empire they currently compete with Hegeranzi Starworks, a Hephaestus subsidiary for markets not only in the Badlands but across the Spur. Currently, the Starworks has a leading edge due to the help of Hephaestus Industries and ZIS’ focus on serving the Dominian market first. However, ZIS is increasingly finding an edge in more specialized vessels and equipment compared to the mass production design of the Starworks. ZIS works closely with Zavodskoi Industries, who buys their ships for sale outside of the Empire. Zavodskoi also provides many skilled engineers for the ZIS through a work contract program. Most ZIS employees not affiliated with Zavodskoi are Ma’zals from the Imperial Frontier seeking better work and higher wages to pay off their Mo’ri’zal. These Ma’zals are typically supervised by Secondaries, who make up the vast number of white-collar jobs found in both ZIS and its parent company, ZINA.&lt;br /&gt;
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&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Lord Master of the Shipyard (CEO): Lanying Zhao&#039;&#039;&#039;&lt;br /&gt;
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Though criticized by many in House Caladius for being clear evidence of Imperial Fleet meddling in the affairs of civilian shipbuilding, the Admiral-Governor of Zhurong has doggedly maintained her position as Lord Master of the Shipyard through her own influence, vast talents, and the patronage of the Grand Admiral. Lanying’s tenure as ZIS’ first, and so far only, leader has been relatively unpopular with House Caladius due to her repeated choices to direct ZIS resources into ZINA, which she also controls, despite protests by many merchants. Conversely, these choices have made her quite popular with her own house. Rumors have recently spoken of the Admiral-Governor, a woman bored half to death by her duties, resigning her position as soon as a successor emerges. Only time will tell if these are true.&lt;br /&gt;
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&#039;&#039;&#039;Master of Production: Xiu Zhao&#039;&#039;&#039;&lt;br /&gt;
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The mind behind many ships used by civilian and military actors across the Empire, Xiu Zhao is often regarded as one of the house’s greatest contemporary engineers. Serving as Master of Production is something of a retirement for the old engineer as he is now responsible more for production schedules than military vessels. Some say it is more a punishment than retirement for his promotion and production of the somewhat inefficient Empire-class cruiser, but House Zhao has been quick to deny these rumors. Regardless of why he is there Xiu has proven to be an effective technical mind, though he often finds himself in conflict with Lanying over how best to allocate resources.&lt;br /&gt;
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&#039;&#039;&#039;Commissioner of Finance: Annette Caladius&#039;&#039;&#039;&lt;br /&gt;
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The comptroller of ZIS’ budget, Annette Caladius — otherwise known as the Countess of Saint’s Landing on Alterim Obrirava — is a woman often frustrated by her associates on the executive committee. Much of her time is spent thwarting Zhao plots to funnel more money away from ZIS and its merchant ship production. The time which is not spent doing this is often instead spent managing the affairs of her distant, though religiously important, holding or meeting with the myriad House Caladius-affiliated merchants. Countess Caladius is almost always surrounded by a throng of Secondary and Ma’zal clerks, secretaries, and functionaries who work tirelessly to ensure the will of House Caladius is carried out at ZIS. While the Countess has won great approval in her position she has long yearned for more, and some believe she is merely using ZIS as a springboard to launch herself into the position of Grand Consul — House Caladius’ elected leader.&lt;br /&gt;
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&#039;&#039;&#039;Chief Supervisor of the Shipyard: Henryk Gottfried&#039;&#039;&#039;&lt;br /&gt;
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An Imperial Knight with a long history of service in the Imperial Fleet, Sir Gottfried is the only Secondary on ZIS’ executive committee. A former Fleet logistics officer assigned to the elite First Battlefleet, his organizational skills — and family connections to House Zhao — made him an ideal candidate for the position of Chief Supervisor of the Shipyard, and he is now responsible for much of the day-to-day running of ZIS. A Fleet man to the core, Gottfried is not unwilling to shift ZIS resources to Fleet projects if the Governor-Admiral or Grand Admiral deem it needed.&lt;br /&gt;
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&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
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With the shipyards of the Zhao-dominated Zhurong Imperial Naval Arsenal almost entirely focused on the construction of military vessels and their accessories, the Empire, and House Caladius, found itself struggling to transport resources from their expanding frontier colonies to the Imperial Core for use in heavy industries or other economic activities. The Empire, ever wary of outside influence, curtailed the expansion of [[Hephaestus Industries]], who had been attempting to enter the market with their ships produced by [[Unathi_Guilds#Hegeranzi Starworks | Hegeranzi Starworks]], one of their subsidiaries. House Zhao was instructed by the Emperor and Chief Commissioner of Economic Development Izla Caladius to create an imperial company to supply ships for the empire&#039;s industry, being the great house most familiar with shipbuilding. As the Zhaos were more obsessed with their military shipyards however, they came to an agreement to work closely with Zavodskoi Interstellar, a well respected company in the empire, to accomplish their orders with minimal effort. Were it not for Zavodskoi, the ZIS would be an often ignored and poorly supplied organization. &lt;br /&gt;
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Many in House Zhao, including — according to the Fleet’s rumor mill — the Grand Admiral herself, resent ZIS for taking up valuable manpower, resources, and time which could have instead been diverted to the Imperial Fleet’s arsenal, and perhaps allowed for the construction of a third of the feared Moroz-class dreadnoughts. But the House and the Imperial Fleet are not blind to the reality of the situation: while the existence of ZIS may result in a small decrease in materials sent toward what truly matters, more ships for the ever-complaining House Caladius will allow the Fleet to divert its cargo transports toward more important tasks. &lt;br /&gt;
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====Alterim Obrirava====&lt;br /&gt;
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A lush and Earthlike planet in a system rich in Helium-3, the Imperial Mandate of Alterim Obrirava is a wealthy core world of the Empire of Dominia and a key hub of its fuel industry. Colonized alongside Alterim Balteulis in 2379 during the tail end of the War of Moroz, Obrirava is dominated by Houses Caladius and Zhao. The two great houses do not typically agree on the matter of selling the planet’s bountiful Helium-3 abroad: the Caladius advocate for it, the Zhao advocate against it, and the governor rounds himself caught in the crosshairs of the great houses. Despite Zhao-dictates restrictions on selling its most valuable resource abroad, the planet’s capital, Ilstel, is home to a thriving foreign merchant community sponsored by House Caladius. The planet’s environment is pleasant and many of its residents are immigrants from Moroz who have migrated from the frozen capital of the Empire for greener climates. Clothing on Alterim Obrirava is lighter and more colorful than its counterparts on Moroz.&lt;br /&gt;
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The pleasant and green environment shows signs of having been terraformed at some point by an unknown, likely now extinct, galactic power. Some have theorized the terraforming may date to the Glorsh era but the Empire has consistently refused foreign researchers access to the planet for the purpose of studying its biosphere. House Caladius and much of the broader Empire have claimed the idyllic environment of Alterim Obrirava are a clear indication of the Goddess blessing the Empire with boons. House Volvalaad has long allegedly researched the biosphere alongside the other great houses but has yet to release any information beyond the Empire’s scientific community. More Goddess-touched — the rare women gifted with the ability to “hear” the Goddess — have originated from Alterim Obrirava than any other planet in the Empire.&lt;br /&gt;
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The tourism industry is one of the largest employers of Obrirava’s residents aside from the Helium-3 industry, which employs more Obriravans than any other single industry. Most tourists are other Dominians, and they tend to be either Primaries or wealthy Secondaries. The Secondaries and Ma’zals which make up the service sector of the planet hold themselves to the highest standards to ensure they satisfy the wants and demands of these rich Dominians, and often find themselves employed by [[Idris Incorporated]] when they go abroad. Those who do not work in the service sector are often Ma’zals who are employed in the planet’s orbital Helium-3 mining and refining industry. While not as hazardous as Zhurong by any stretch of the imagination the asteroid fields which the system’s Helium-3 is harvested from are located far in space and demand painstaking EVA work to harvest. Zavodskoi Interstellar is a recent entrant to the Helium-3 mining industry in the system and has established several joint ventures with the engineers of House Zhao.&lt;br /&gt;
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====Alterim Balteulis====&lt;br /&gt;
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The dry and hot Tribunalist Mandate of Alterim Balteulis was originally colonized in 2379 by devout members of House Caladius who felt called to spread the Moroz Holy Tribunal beyond Moroz itself. They established the planetary capital of Casotania and quickly set to work constructing shrines and churches to honor the Goddess’ conquest of this uninhabited world. Alterim Balteulis is home to vast, dry savannahs and hot deserts which encourage the planet’s dominant form of extreme weather: sandstorms. While they can be devastating to unprepared crops and settlers the residents of Alterim Balteulis have overcome these obstacles through faith and clever engineering techniques such as shielded farms and protected railroads.&lt;br /&gt;
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The primary draw of Alterim Balteulis is its immense number of Tribunalist churches, including the massive Grand Cathedral of the Holy Tribunal – an extravagantly expensive structure commissioned by House Caladius to demonstrate their unwavering commitment to the Goddess and built in an area painstakingly terraformed with assistance from House Volvalaad to resemble an idyllic settlement outside Domelkos on Moroz. While some more liberal Tribunalists have balked at this expense the religious grandiosity of the planet has attracted many migrants and pilgrims from across the Empire, some of which opt to settle upon the planet’s dusty surface.&lt;br /&gt;
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Due to its climate Alterim Balteulis is home to a large amount of the Empire’s [[Unathi]] population, but they remain a small minority on the planet.&lt;br /&gt;
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====[[Novi Jadran]]====&lt;br /&gt;
[[Image:Imperial_Frontier.png|thumb|The flag of the Empire&#039;s frontier regions. Its colors symbolically represent Houses Caladius, Zhao, and Strelitz in addition to the Empire itself.]]&lt;br /&gt;
A tundra planet initially colonized by inhabitants of the Adriatic coasts with a population of roughly 100 million people, located near the edge of the Empire&#039;s westernmost frontier. Predominantly cold and icy with short summers, this climate has kept the economy primarily rural and much of the planet underdeveloped, with most living in small cities dotted around the coast and major waterways. A few major population centers exist, such as the capital of Nova Rijeka, that have a semblance of a modern service-based or industrial economy, though these are typically based around processing the foodstuffs the planet is well-known for. Noble authority on the edge of the Empire in Novi Jadran is quite strong, with many people viewing themselves as loyal to their local nobles first and the greater Empire second.&lt;br /&gt;
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Novi Jadran has been under firmly the Empire&#039;s control since its peaceful annexation in 2389, and has proved itself to be a loyal colony despite not contributing much to the Imperial treasury. Many in the Empire view it as the “model colony” of the Dominian frontier and it is visited by many functionaries on tours due to this status, with the Chief Commissioner for Colonial Affairs visiting the planet twice a year. These visits are major events for the planet’s inhabitants and bring with their best offerings for the visiting Primaries in hopes of attracting attention, and the benefits from having a Primary’s eye upon you. These gifts are usually finely crafted feasts and food, though it is not uncommon for horses and other animals to be presented.&lt;br /&gt;
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Planetary cuisine holds true to its Adriatic roots, with many Croatian and Italian elements still present. Fish-based diets are ubiquitous among the rural people as the vast oceans make for perfect fishing conditions and much of the ground is too cold to properly till. The raising of livestock is common towards the equator of the planet, but is not as prevalent as fishing.&lt;br /&gt;
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Despite its status as the “model colony” the planet is not without its problems. Many local nobles are negligent regarding the needs of the rural population and often refuse to carry out mandated infrastructure or electrical reforms. Many of the rural inhabitants in far-flung regions still have either no electricity, or very little. The petty nobility that oversees the various settlements and cities often protests this mismanagement, but the dukes keep them in check through vast and indulgent parties and balls. Calls for a new administration have been spreading around the planet for some months, but only time can tell if the nobility will be reigned in by the Empire or not.&lt;br /&gt;
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====[[Sun Reach]]====&lt;br /&gt;
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Fully conquered by the Imperial Dominian Army in 2422, the Imperial Viceroyalty of Sun Reach is the least populous of the Empire’s major worlds and derives its name from the planet’s largest settlement — a small town which has been transformed into a metropolis over the last forty years due to House Caladius’ investments into its infrastructure and the system’s incredible amounts of Helium-3, the lifeblood of the Imperial Fleet. Sun Reach is a world commonly known through the Empire for the hot, wet climate which supports large fields of algae farmed by those citizens of the planet not employed by the Helium-3 industry. Much of the planet’s surface is dominated by mangroves and swamps which make building infrastructure difficult, and what infrastructure is built through these regions must be painstakingly maintained lest it falls into disrepair and ruin. A resident of Sun Reach is generally referred to as either a Sun Reacher or, more informally, a Reacher.&lt;br /&gt;
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Prior to its annexation by the Empire — described in official Viceroyalty histories as a triumphant rescue from the banditry and anarchy which had ruled the planet, and by dissidents as a brutal occupation which has continued for four decades — Sun Reach was one of dozens of post-Solarian Hegemonic Era colonies, worlds colonized during the pre-Interstellar War era during the Alliance’s golden age and abandoned in the Alliance’s [[Sol Alliance History#2302: Elyra’s Secession and the Collapse of the Southern Solarian Frontier|retreat from the Southern Solarian Frontier after 2302]]. Utilized by the [[Solarian Armed Forces#Solarian Navy|Solarian Navy]], much like the later Imperial Fleet, it was abandoned with valuable assets such as its Helium-3 industry and limited shipbuilding facilities intact. In the intervening years Sun Reach’s colonial government — left behind during the retreat — turned itself from a Solarian government into a bandit state which relied upon its Helium-3 resources and shipbuilding to dominate its poorer and weaker neighbors, and had successfully a small piratical empire of its own by the late 24th century. These Pirate Lords, descended from the original colonial administration, enriched themselves but not the planet’s people, causing resentment to build in a poor, mostly rural population kept in check through fear and intimidation.&lt;br /&gt;
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But by the dawn of the 25th century, the beginning of the end for the Pirate Lords was in sight. The rise of the nearby and much more powerful Empire of Dominia had created an opponent they could not hope to best, and the former tributary states of the [[Human Piracy|pirate empire]] beseeched [[Moroz]] for protection — as did a small group of [[Moroz Holy Tribunal|Tribunalist]] faithful on the planet. A minor skirmish between Pirate Lord-aligned vessels and the [[Dominian Imperial Military#Notable Fleet Forces and Equipment|Imperial Fleet’s 1st Battlefleet]] in 2422 was utilized by the Empire to launch a formal invasion of the planet within the same year, and the Pirate Lords rapidly found themselves defeated, tried, and mostly executed by the triumphant Empire — though some escaped to the [[Republic of Elyra]] or [[Coalition of Colonies]]. Some of the population, ecstatic to be free of the Pirate Lords, accepted the Empire with open arms, while others saw it as trading of one despot for the other.&lt;br /&gt;
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In the forty years since its conquest the Viceroyalty has done much to both endear itself to and aggravate the Empire. While much of the population — particularly those in the Imperial capital of Sun Reach and the fertile “Algae Belt” around the planet’s equator — are steadfast in their loyalty to the Empire, the swamps and mangroves which define much of the planet&#039;s surface have proven themselves to be a persistent source of trouble for the Empire. Dissident Sun Reachers, or [[Dominian Imperial Military#The Imperial Army|Imperial Army]] deserters, will often flee into these areas and from there, launch guerilla attacks against Imperial forces and loyalists. A longstanding campaign by forces of the Imperial Army, [[Dominian Imperial Military#Notable Imperial Army Units|local militias]], and [[Dominian Imperial Military#The Imperial Flying Corps|Imperial Flying Corps]] has suppressed these guerrillas, but has not entirely eliminated what the Viceroyalty described as, “rural banditry,” on the planet. Problems with development due to the planet’s environment still remain and many Sun Reachers live as sustenance algae farmers, with only a career in the He-3 industry that dominates its industrial centers or a life in the Imperial Military as exits. Perhaps in honor of their piratical heritage, many Sun Reachers join the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] or, failing that, the [[Human Piracy#Empire of Dominia-Affiliated Privateers|Goddess’ Flotilla]].&lt;br /&gt;
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==Economy==&lt;br /&gt;
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The Dominian economic system is based around the extraction of goods from its frontier to enrich the Imperial Core and fuel the Empire’s war machine. It is dominated by the Empire’s four human great houses, who are powerful enough to absorb or subvert potential competitors, and primarily concerns itself with defense-related production. The main currency of the Empire is the Imperial Pound (Ф), which is backed by precious metals owned by the Imperial Central Bank in Nova Luxembourg, Moroz. However, currencies such as the Solarian Standard Credit or Biesel Standard Credit are commonly used by merchants throughout the Empire. The Empire’s largest employer is its industrial sector, followed by the service sector and the agricultural sector. The Imperial government is the Empire’s single largest employer as it de jure controls many defense-related industries, though in reality these industries are often run by Houses Zhao and Strelitz.&lt;br /&gt;
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One of the most profitable industrial sectors in the Empire, particularly in the wake of the phoron crisis, is its Helium-3 (He-3) refining industry. This industry is the lifeblood of the Imperial Fleet, the Empire’s main method of colonial conquest and control, as the Fleet’s ships almost exclusively burn Helium-3 in their engines. Most of the Empire’s conquests are done in an effort to find more Helium-3 to fuel its continued expansion, and it often aims to establish control over formerly Solarian He-3 facilities in the Sparring Sea which have sat mostly unused since the Elyran Revolution forced a general retreat by the Alliance from the region. These facilities are often located in orbit above abandoned colonies, such as Sun Reach, which are integrated into the Empire, regardless of their willingness to join it.&lt;br /&gt;
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Houses Zhao and Caladius have, particularly since 2462, been at odds over what to do with the Empire’s Helium-3 as it is now one of the Spur’s major producers of the fuel. House Caladius seeks to sell it for a profit while prices are high while House Zhao seeks to preserve the Empire’s strategic reserves for what they view as an inevitable conflict with their nearby rival: the Republic of Elyra. Even the Emperor has been unable to make the two houses see eye-to-eye on the issue and the leaders of the two houses are known to become involved in heated discussions on the issue during meetings of the Imperial Council of Electors, and the Imperial Cabinet itself often becomes involved in similarly heated discussions over the issue. Izla Caladius, the current Chief Commissioner of Economic Development, and her close aide, Josephine Caladius, have long avoided the topic and instead busies herself with the development of sustainable industries which will allow the Empire to grow and endure a potential conflict with Elyra.&lt;br /&gt;
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More liberal elements of the Empire, such as the outward-looking House Volvalaad, have expressed concerns regarding the Empire’s extraction-based economy. They have noted the Empire will, inevitably, run out of easy conquests and instead be faced with the prospect of war against a regional power such as Elyra or the Hegemony, and be forced to endure a prolonged conflict where it will not have easy access to resources to extract and thus sustain its military-centric economy. This stance is not popular amongst the Empire’s nobility outside of House Volvalaad and certain elements of House Caladius, but rumors in the capital of Nova Luxembourg suggest the crown Princess has taken an interest in this particular mode of economic thought.&lt;br /&gt;
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===Economic Sectors===&lt;br /&gt;
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====Industrial====&lt;br /&gt;
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The industrial sector of the Imperial economy is its largest and is constantly growing, particularly following recent investments by Zavodskoi Interstellar into it. Most known abroad for shipbuilding and weapons manufacturing, the most profitable subsector of the industrial economy is its Helium-3 mining and refining sector. Though the heavy industry of the Empire is most often associated with Zhurong’s  mines and industries, including orbital shipyards, the industrial sector can be found throughout the Empire and is particularly concentrated in its frontier — where most of its Helium-3 production outside of Alterim Obrirava can be found. The Helium-3 industry of the Empire is dirty and hazardous but is an attractive line of work for many Ma’zals and impoverished Secondaries who cannot afford to pay their Mo’ri’zal — the Empire’s form of taxation. Most of the raw materials used by the industrial sector come from the Imperial Frontier and the Empire’s conquests there.&lt;br /&gt;
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Workers of the Empire’s heavy industries are almost always Ma’zals from the Imperial Frontier drawn by its high wages and unwilling, or unable, to join the Imperial military. Work is hazardous and hours are long, with few protections for the rights of workers and institutional favoritism towards workers from older colonies of the Empire. How the workers of a given factory or facility are treated is often entirely up to the discretion of the facility manager — themselves often a Morozian or a trusted Ma’zal who has risen to the rank of Honourary Morozian, most typically a Jadraner. While these supervisors can be reported to local Imperial authorities for misconduct, investigations can take months and supervisors are rarely severely punished. Workers do have a quicker recourse: accusing their superiors of sabotaging the military’s supply chains. Those accused of this are swiftly investigated and, if found guilty, dismissed from their positions. Those found not guilty are often given military police officers to investigate the initial reporter, who is often sent to prison for the very crime they accused their superior of.&lt;br /&gt;
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====Service====&lt;br /&gt;
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Slightly smaller than the industrial sector, the service sector of the Empire’s economy is growing alongside its larger counterpart. The prominence and size of the Empire’s service sector is rooted in the stark class divisions of its society, with its nobles and wealthy commoners having a large need for luxuries and consumer goods. This sector is dominated by House Caladius, which controls much of the consumer aspect, and House Volvalaad, which controls the medical and welfare aspect. It is not associated with any single planet and can be found across the Empire, though its consumer aspect is more commonly found in the Imperial Core due to its greater wealth and larger population of Morozians. Idris Incorporated, in cooperation with House Caladius, often hires gifted individuals from this sector to work abroad and bring a touch of exotic Dominian culture to the broader Spur.&lt;br /&gt;
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Those who work in the service sector are often more trusted Ma’zals, wealthier Secondaries, and sometimes minor nobles. Ma’zals are often employed in lower-end jobs as servants of noble families or as hospitality workers, but many can be found in the medical profession working alongside Morozians. The Secondaries and nobles found in this sector are generally employed in the medical field, either by House Volvalaad or by the Tribunal’s medical facilities. Treatment is generally better than in the industrial sector and work is often easier, if at times less profitable. For Ma’zal servants their pay and treatment depends greatly upon the family — or business — which employs them.&lt;br /&gt;
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====Agrarian====&lt;br /&gt;
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The smallest and least profitable of the Empire’s three sectors, the agrarian sector is most commonly associated with the remote regions of the Imperial Frontier such as Sun Reach. Many Imperial farms are owned and operated by Ma’zals themselves, but House Caladius currently stands as the largest agrarian landholder in the Imperial Core. Those in this sector are often less wealthy than their counterparts and can work more than their counterparts due to the time commitment farming necessitates. As the frontier farms of the Empire are given wider access to mechanized equipment many of its former workers have since moved to cities to make their fortunes in the factories and refineries of the Empire or have instead joined the Imperial military.&lt;br /&gt;
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Those who still work in the agrarian frontier are in one of the only industries where Ma’zals are influential — though they are often indebted to agronomists and geneticists of House Volvalaad, which dominates the Empire’s genetically-modified crop industry. Life on a farm of the Imperial Frontier is often romanticized as idyllic or bucolic by many Morozians and more integrated Ma’zals, but the work is often physically taxing and provides little in the way of upwards mobility for those living in the countryside.&lt;br /&gt;
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===Great House Corporations===&lt;br /&gt;
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Essentially state corporations under the management of the great houses, these corporations are major forces in the modern Imperial economy. Each of these corporations is aligned to a singular great house and has a web of subordinate companies across the Empire in both the Core and Frontier. Most have, in recent years, begun to work with Zavodskoi Interstellar but are not dominated by it — at least, not yet. Due to their close relationship with the great houses, and thus the Imperial throne, they are able to exert influence over Zavodskoi within the Empire and their relationship is much more equal than pre-Collapse Solarian-Zavodskoi Interstellar relations.&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;Morozian Imperial Armaments Conglomerate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Strelitz, Morozian Imperial Armaments Conglomerate (MIAC) is the main supplier of equipment to the Imperial Army, Dominian law enforcement, and the civilian firearms market in the Empire. It produces everything from main battle tanks to concealable handguns and has, since 2462, produced equipment for Zavodskoi Interstellar on license. Most of its staff are Morozian Secondaries or Jadranic Ma’zals and few Primaries can be found within its ranks, as House Strelitz nobles and affiliate noble houses view military service as the righteous, honorary pursuit — to instead pursue factory management work is debasing oneself, and a duty better for commoners.&lt;br /&gt;
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MIAC is found throughout the Empire but its two largest subsidiaries are Jinxiang Imperial Armaments (JXIAM), located in Jinxiang, Moroz, and the Royal Jadranic Armaments Works (RJAW) in Durres, Novi Jadran. JXIAM is the oldest continuously operating military contractor in the Empire and dates to the War of Moroz, where it supplied the weapons which unified Moroz. In the modern era it is the Imperial Army’s vehicle manufacturer and produces everything from logistics trucks to the feared JA-57/2 breakthrough tank. RJAW is a younger corporation which was initially a civilian firearms manufacturer on Novi Jadran. Bought out by MIAC in 2405 it has since become a major small arms manufacturer for the Imperial Army, Imperial law enforcement, and the civilian market. Zavodskoi has a contract with RJAW to expand its operations and its engineers, often wearing gas masks to protect against Durres’ air pollution, can be seen throughout its facilities.&lt;br /&gt;
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MIAC employees who go abroad typically find employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
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&#039;&#039;&#039;Juro Genetics &amp;amp; Biotechnological Innovation&#039;&#039;&#039;&lt;br /&gt;
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Affiliated with House Volvalaad, Juro Genetics &amp;amp; Biotechnological Innovation (JGBI) is a conglomerate of medical and pharmaceutical companies which dominate the Empire’s healthcare industry. One of the first corporations in the Empire to open itself up to the broader Spur, JGBI has long worked with the NanoTrasen Corporation to acquire phoron for medical equipment and research purposes. In recent years this relationship has waned with the advent of the phoron crisis and the entry of Zavodskoi into the Empire. Most JGBI are Volvalaad Primaries or Secondaries and it employs few Ma’zals, with most serving in low-level roles such as custodial or security personnel.&lt;br /&gt;
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JBGI’s most well-known subsidiaries are the Nova Luxembourg Genetics Institute (NLGI) and the Domelkan Agrarian Research Corporation (DARC). NLGI, the most well-known subsidiary, is responsible for the development and distribution of geneboosting technology throughout the Empire. Headquartered in the Imperial capital, it is one of the wealthiest companies in the modern Empire as a result of its exclusively noble clientele. DARC is a less prestigious, but arguably more important, company due to its focus upon agrarian research, particularly in regards to growing crops in cold climates. It is through their work that Novi Jadran and Moroz are more productive than before, though its spread to the Imperial Mandate has been very slow due to interference by colonial bureaucrats and simple distance. Moroz is, after all, far more profitable&lt;br /&gt;
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JGBI employees, when they go abroad, typically find employment with the [[Nanotrasen|NanoTrasen Corporation]]. More rarely, due to its pro-augmentation stance, they find employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
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&#039;&#039;&#039;Royal Morozian Investment Group&#039;&#039;&#039;&lt;br /&gt;
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Affiliated with House Caladius, the Royal Morozian Investment Group (RMIG) is an investment firm used by House Caladius’ merchant faction to further the great house’s mercantile goals. RMIG is the wealthiest great house affiliated corporation in the modern Empire and controls significant amounts of its real estate market and investment capital. It provides much of the capital used by Dominian corporations to expand their operations and has recently begun to loan Imperial Pounds to Zavodskoi Interstellar. Like House Caladius itself, RMIG has a greater number of Secondaries and Ma’zals than any other corporation, and its executive board has several non-nobles on it. &lt;br /&gt;
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RMIG does not have major subsidiaries and instead operates several different branches which are responsible for various areas of the Orion Spur and the Empire. The Core Sector — based on Moroz — manages investments in the Imperial Core, whereas the Outer Sector — based on Novi Jadran — manages investments in the Imperial Frontier. Smaller branches manage investments in other human nations aside from the Republic of Elyra, the regional rival of the Empire.&lt;br /&gt;
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RMIG employees, when they go abroad, typically find employment with [[Idris Incorporated]].&lt;br /&gt;
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&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;Imperial Engineering &amp;amp; Shipbuilding Conglomerate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Zhao, the Imperial Engineering and Shipbuilding Conglomerate (IESC) is the largest single producer of spacefaring vessels in the Empire and dominates its construction industry. If a notable government building must be constructed, an IESC subsidiary is the most likely candidate to do so. Unlike other conglomerates, which are headquartered on Moroz, IESC’s headquarters is in the capital of Zhurong, Hongse Chengbao, where House Zhao’s power is at its apex. It has recently become a major cooperator with Zavodskoi Interstellar, particularly its Ingkom subsidiary. IESC staff are cross-class, with its engineers coming from House Zhao’s noble ranks, Novi Jadran’s academies, and more rarely Sun Reach’s Zhao-run schools. Despite the stratified nature of the Imperial Fleet, its primary client, the IESC is fairly meritocratic.&lt;br /&gt;
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The most famous IESC subsidiaries are the Zhurong Imperial Naval Arsenal (ZINA) and Zhurong Imperial Aeronautics (ZIA). ZINA is the larger corporation and is the main producer of the Imperial Fleet’s vessels, with its naval yards in Zhurong’s orbit supplying nearly every ship used by the Fleet and its engineers attempting to constantly innovate upon its designs. ZINA does some work with Zavodskoi Interstellar and has essentially given its civilian subsidiary, Zhurong Imperial Shipbuilding, to the megacorporation as few in ZINA care to produce civilian vessels. ZIA is a smaller firm that specializes in producing aircraft and is the main supplier of the Imperial Flying Corps. It has, in recent years, attempted to diversify into the civilian aviation market to some degree of success, with many Morozian Primaries swearing by its airliners.&lt;br /&gt;
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IESC employees, when they go abroad, almost always find employment with  [[Zavodskoi Interstellar]].&lt;br /&gt;
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==The Mo’ri’zal==&lt;br /&gt;
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The Empire’s unique form of taxation is the Mo’ri’zal, or “Blood Debt” in Vulgar Morozi. The Mo’ri’zal is a lump sum every Imperial subject receives upon birth (or otherwise acquiring their citizenship) that is paid to the state over the course of their life, and is often high enough to require decades to pay off. How quickly one can pay off their Mo’ri’zal is a key marker of one’s economic class in the Empire. Most Primaries — those of the Empire’s aristocracy — have theirs paid off at birth, most Secondaries — the Imperial middle class — pay theirs by early to mid adulthood, and many Ma’zals — the colonial subjects of the Empire — must work their entire lives to pay it off.&lt;br /&gt;
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One’s Mo’ri’zal can be paid off by others, and many noble houses of Dominia attract commoners into their employ through promises of paying off parts of their debt. The Mo’ri’zal can also be paid off in other ways: military service pays five percent of the debt per year served, and injuries received in the line of duty — particularly severe ones — can pay off large amounts of the debt. Those that fall serving the Empire have their entire debt and a part of their immediate family’s debt forgiven.&lt;br /&gt;
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While the Mo’ri’zal is a significant sum — and criticized by some as simply a state-sponsored form of indentured servitude — it is quite popular in the Empire’s core worlds due to the benefits it provides them: their paying of the Mo’ri’zal funds healthcare, public services such as education, infrastructure, and the might of the Empire’s war machine. It is additionally often trivial for many of them to pay off their Mo’ri’zal due to the wealth of many in the Empire’s core. In the Empire’s colonies, such as Sun Reach, the Mo’ri’zal is looked upon much more poorly. Many Ma’zals were initially born as non-Imperial subjects and only received their Mo’ri’zal when the Empire conquered their planet, and few of them view the debt — which is meant to be paid off gradually from one’s birth onwards — as reasonably payable. While the debt is legally meant to not carry over to one’s descendents, should it be unpaid at one’s death, a familial history of being unable to pay Mo’ri’zals can result in a denial of privileges such as healthcare until the debt is settled -- generally through a family member joining the the Imperial military.&lt;br /&gt;
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Compounding the issues of these recently-conquered Dominian subjects is the nature through which the Mo’ri’zal is calculated. As the Mo’ri’zal is assigned to an Imperial subject at their birth -- or at the point that they become a subject -- it is not, like other taxes, based upon one’s income. Instead it is based upon one’s perceived loyalty to the Dominian state, and the Imperial throne by extension. Primaries and many Secondaries often have small Mo’ri’zals due to generations of dedicated service to the Empire while less loyal populations -- such as Fisanduhians, Lyodii, and some Ma’zals -- tend to have larger Mo’ri’zals.&lt;br /&gt;
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The Dominian Unathi are a special case. When they arrived in Dominia, it was clear that they did not have the means to pay the Mo’ri’zal, especially not the older one, who would most likely never live long enough to get to pay for it. Instead, these first-generation Unathi took the [[Unathi_in_Dominia#The_Kazhkz-Han’san_Oath|Kazhkz-Han’san Oath]], to pay the debt they owed to the Empire with their actions and conduct instead of money. While the newer generations of Moroz-born Unathi often take the oath as well, these sinta do have to pay the Mo’ri’zal, generally managing to pay for it by the time they reach adulthood, much like other secondaries.&lt;br /&gt;
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==Edict Breakers==&lt;br /&gt;
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Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space, however, due to the nature of the fourth edict, subjects of Dominian usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominian space under their own volition for judgment. This usually devolves into near-passive harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the lawbreaker and it&#039;s not uncommon for them to allow themselves to be returned to Dominia for judgment and in some extreme cases take their own lives. Edict breakers and exiles abroad in human space sometimes find themselves pursued in the legal realm for infringing on the trademarks of their House if they refuse to change their surname.&lt;br /&gt;
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==Government==&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|The Imperial standard of House Keeser, intended to represent three nation-states of old Moroz that formed the basis of the Empire of Dominia.]]&lt;br /&gt;
The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all-consuming imperial bureaucracy. The Imperial Cabinet and Electors are major parts of the government.&lt;br /&gt;
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===Imperial Cabinet===&lt;br /&gt;
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The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&lt;br /&gt;
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&#039;&#039;&#039;Colonel-in-Chief of His Majesty&#039;s Special Operations Group: Angelika-Lina Strelitz&#039;&#039;&#039;&lt;br /&gt;
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The typical soldier of the Imperial Army is a well-trained, well-equipped, and well-motivated individual that is able to take and hold ground from the Empire’s typical opponents with ease. But there are some things that even these individuals cannot do, and this is when His Majesty’s Special Operations Group is deployed. The position of its leader — the Colonel-in-Chief — is considered to be an extremely prestigious duty that has been held by a member of House Strelitz since the Group’s creation following the War of Moroz.&lt;br /&gt;
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The present Colonel-in-Chief is herself a veteran of the Group, as every member before her has been. Recently ennobled into House Strelitz shortly before her ascension, the twenty-five-year veteran of the Imperial Army prides herself on being above politics. Prior to her promotion the Colonel-in-Chief served with distinction in the non-geneboosted section of the Group — an unusual unit for the Moroz-born nobles that often serve with the Group. While her service would cost Angelika-Lina her left eye (lost to shrapnel while in Inner Fisanduh), it would give her the network — and the prestige — required for a promotion to Colonel-in-Chief in 2461.&lt;br /&gt;
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As Colonel-in-Chief, Angelika-Lina has desperately attempted to stay uninvolved in politics while attempting to mold the Group into a perfect special operations force. While she has managed to consistently increase its budget — and, as a result, its successes — the Colonel finds herself pulled further and further into the realm of noble politicking, and often privately wishes to be back on the field. When the Emperor goes to join the Goddess, many believe that the Colonel-in-Chief, with her multitude of connections to Ma’zals she has served with and obsessiveness towards the Group, will have no choice but to formally align herself with the Crown Princess or be sacked. And to her, the thought of another in charge of the Group — her  Group — is not something she can bear. Her desire to stay away from House politics may also be the reason why, despite tensions between the Strelitz and the Unathi of Dominia, and limitations imposed on said Unathi in the army by her House, the Group still accepts the occasional sinta soldiers within its ranks.&lt;br /&gt;
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&#039;&#039;&#039;Chief Commissioner of Economic Development: Izla Caladius&#039;&#039;&#039;&lt;br /&gt;
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All states — including empires — are built upon their economies first and foremost. Without a strong economic base to support its wars of conquest the Empire of Dominia would doubtlessly buckle under its own weight and begin to shrink before collapsing, defeated by internal forces rather than external opposition. A position that can only truly be filled by a person addicted to their work, the CCED manages economics through the Empire: everything from taxes to tithes to trade passes across their desk, and is stamped by their hand. The position is regarded as so vital that it has been held by the Caladius since inception and has remained with one family of the house for its entire history, slowly passing from relative to relative through Imperial history.&lt;br /&gt;
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Born in 2420 to the Montague family of House Caladius, Izla Caladius bears a resemblance to her distant predecessor: Maria Caladius, CCED from 2398 until her unexpected death in an aircraft crash in 2421. Her immediate precursor, Victoria Caladius, perished under similar circumstances in 2445, thrusting the young Izla into the position of chief commissioner alongside her aide, Josephine Caladius — herself quite similar-looking to her relative, Victoria — at the age of twenty-five as a freshly-minted doctor of economic studies. Izla scarcely has a life outside of work and is viewed as something of a reclusive night owl by the rest of the court, with very few daytime appearances ever recorded — a habit which seems to define many CCEDs, which often work atypical hours long into the night.&lt;br /&gt;
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In her nearly twenty years as CCED Izla has led the Empire through booms and busts, but has committed it to a steady course intended to ensure the Empire can retain much of its economic and military output even in a disaster scenario where it is embargoed by the entire Spur. Despite this policy she has not shied away from broader trade relations with the rest of the Spur, and is often credited for enticing Zavodskoi to permanently relocate its headquarters to Moroz. Notably, she was a major factor behind the Empire’s decision to stick with Helium-3 refining rather than investing into phoron. With the crisis deepening this policy, criticized in the short term for being unprofitable, is paying dividend hand over fist.&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;Chief Commissioner of His Majesty&#039;s Imperial Military: Eliza Volvalaad&#039;&#039;&#039;&lt;br /&gt;
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While the various cabinet members may hold near absolute power over their respective military branches, it is the Chief Commissioner that directs much of the military’s  efforts from behind the scenes. The chief commissioner is, on paper, intended to exist as the primary director of military research and development. In reality the position — which has been occupied by a Volvalaad since its creation — is used by House Volvalaad to exert influence over Houses Strelitz and Zhao. The research of the Volvalaads is used and valued by all branches of the Imperial Military, but often comes with a price attached, and the cost is typically repaid by carrying out the Volvalaad’s goals abroad.&lt;br /&gt;
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Born in 2398 to a family long deeply involved in House Volvalaad, Dr. Eliza Volvalaad, PhD. is regarded as one of the Empire’s foremost researchers in the field of laser-based weaponry — much of the military’s laser weaponry currently in use can be traced to her and her Volvalaad-staffed laboratory in Jinxiang on Moroz. Decades of work and research, along with her connections to Houses Zhao and Strelitz, made her an ideal candidate for the position of chief commissioner, which she was appointed to in 2454 in the hope that she would be able to balance the influence of her own house, the Zhaos, and the Strelitz while ensuring the military retained its technological advantage over its neighbors.&lt;br /&gt;
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In the ten years she has spent as chief commissioner, Dr. Volvalaad has effectively balanced the demands of the Volvalaads alongside the desires of Houses Zhao and Strelitz while ensuring the Imperial Military retained its edge over the frontier systems it must conquer for resources and prestige alike. But despite her best efforts the chief commissioner has not been able to keep pace with the Serene Republic of Elyra’s phoron-backed development sector, and some believe Doctor Volvalaad - now rapidly approaching seventy years of age — will soon retire, leaving the critically important position vacant.&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;Chief Commissioner of Imperial Sovereignty: Antonio Caladius&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Diplomacy — even for the Empire, which has long had sour relations with its neighbors — is key to any modern state. But despite the importance of diplomacy, the role of the Chief Commissioner of Imperial Sovereignty is somewhat limited due to the Empire’s poor reputation abroad, aside from the Republic of Biesel and Jargon Federation. Much of the CCIS’ duties instead relate to maintaining good relations with Zavodskoi Interstellar, which has quickly become one of the Empire’s major employers.&lt;br /&gt;
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Though a member of House Caladius, Antonio has had close relations with House Volvalaad since his birth in 2412, and often collaborates with Grand Duchess-Electress Landi Volvalaad to push for the demands of both houses abroad. A lifelong liberal Dominian and advocate for a greater Dominian market abroad, Antonio’s ascension to the position of chief commissioner in 2455 was seen by many as a concession by the Emperor to Houses Volvalaad and Caladius.&lt;br /&gt;
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But despite his high-minded goals of a more liberal, more politically involved Empire, Antonio&#039;s time as chief commissioner has been fraught with disappointment. He has been stymied by the more politically powerful Huiling Zhao and Dorothea-Frieda Strelitz, who favor strength over diplomacy when it applies to the Empire’s frontier, and his efforts to have the Coalition’s embargo formally lifted ended in failure in 2462. Many talk of replacing the often-unsuccessful diplomat, and Antonio worries the Emperor — who now rarely calls upon him — has begun to listen to these detractors.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Commissioner for Colonial Affairs: Alessandro Amadei&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In a society such as the Empire of Dominia where expansion — for resources, primarily — is a key pillar of its continued ability to survive and thrive, the duty of managing its colonies is one of the most critical in it. Every colonial official found in the Imperial Frontier,from the viceroys in charge of entire planets to lowly Ma’zal bureaucrats, is the responsibility of the Chief Commissioner for Colonial Affairs, the master of the Dominian colonial empire. To be entrusted with such a critical position is to be one of the closest individuals in the Empire to the Emperor, and the current Chief Commissioner has long been a close friend of the royal family.&lt;br /&gt;
&lt;br /&gt;
Born into a family of Morozian bureaucrats in 2426, the young Count Amadei spent much of his youth cavorting with his fellow nobles, including the royal family, and building connections with other Morozian nobles. Wanderlust pulled the young Count into the Imperial Flying Corps where he proved himself an effective — if egotistical — pilot and won multiple accolades for himself, returning to Moroz a decorated veteran. His decorations and connections, particularly to the royal family , led to his ascension to the position of Chief Commissioner for Colonial Affairs in 2456.&lt;br /&gt;
&lt;br /&gt;
Count Amadei, the current Chief Commissioner, is a man of both charisma and controversy: an exceptionally talented administrator, longtime friend of the Emperor, and veteran of the Imperial Flying Corps, Amadei has long been an advocate for both his old Corps and the burgeoning colonial domain that the Empire finds itself ruling. But some in the high society of the Empire gripe at his posting and view him as a mere unaffiliated noble granted privileges solely due to his friendship with the Emperor, and believe they should be represented in the position instead. The Count has long had a poor relationship with House Caladius as a result, and is often known to become involved in spats with Antonio Caladius over the diplomatic repercussions of the Empire’s colonial endeavors. In almost every fight they have, the Emperor sides with Amadei – not Caladius. But as the Emperor ages the Count grows nervous, wondering what will happen to him when he is finally shorn of his greatest protector.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Minister of Unathi Affairs: Kasz Han’san&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Considering the notable Unathi population now in Dominia, and most importantly the fact that the large majority of said population are primaries, the Emperor needed something, or someone, to keep them loyal and in check the moment the Han’san and Kazhkz clans landed. This is certainly not an easy task when speaking of an alien race. From cultural differences to distinct biological characteristics such as diets or sleep cycles, the Empire needed someone who truly understood the Unathi to both represent them efficiently in the Cabinet, and who could then properly communicate to the Sinta of the Empire to coordinate them to the best of their ability and use within the bureaucracy.&lt;br /&gt;
&lt;br /&gt;
Lord Marshal Kasz Han’san, Contact War veteran, once a General under Seryo Kazhkz back on Moghes, and leader of the Han’san clan was chosen for such a role. If the Unathi of the Han’san earned the reputation of being fantastic soldiers, their ability to make charismatic, and at times, cunning leaders is also true, and the old Lord Marshal proves to be both. Though perhaps cautious due to his extensive history of war, he provides some insight on both his people and his political history in maneuvering among a cabinet. In particular, he is often close with Amadei due to the latter&#039;s charisma and knowledge and the former&#039;s interest in the Empire&#039;s political sphere. This spawned from the Unathi&#039;s employment in the outer reaches of the nation&#039;s colonies as shock troopers and enforcement, and as such, Kasz has remained informative and helpful in coordinating with the Chief Commissioner. However, this sometimes puts Kasz at odds with Antonio at times due to his relationship with Amalei, and House Kazhkz&#039;s burgeoning friendship with House Caladius is in an awkward position in the cabinet&#039;s circle as a result. These friendships are something that Kazhkz does his best to maintain in order to stand a chance against all three of the Strelitz within the Cabinet, with which relationships have been tense at best, especially with Dorothea-Frieda.&lt;br /&gt;
&lt;br /&gt;
Despite clan Han&#039;san&#039;s current weakened state after its humiliating defeat against the Fisanduhan Freedom Front, Kasz Han&#039;san remained in the cabinet, most preferring him over the alternative, the much more politically inadequate Salak Kazhkz. The Lord Marshall also managed to prove to be right pick over time for such a role, managing to convince Dominian Unathi to convert to the Tribunal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Grand Admiral of His Imperial Majesty’s Fleet: Huiling Zhao&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
One of the most powerful cabinet positions, the role of Grand Admiral has been filled by a member of House Zhao since its creation. The Grand Admiral holds almost unquestioned authority over His Imperial Majesty’s Fleet — with only the Emperor able to overrule them — and is often regarded as the third most powerful figure in the Empire after the Emperor himself and the Immaculate Hand due to this authority. If the Fleet is both the sword and shield of the modern Empire, the Grand Admiral is the individual who wields both.&lt;br /&gt;
&lt;br /&gt;
Born in 2416, no individual represents House Zhao more than Huiling Zhao. The leader of House Zhao in all but name thanks to her position, Huiling has given her life in service to His Imperial Majesty’s Fleet and now serves as its Grand Admiral following her appointment in 2450. Huiling is a figure beloved in the Empire and often despised abroad, but revels in the infamy her reputation brings.&lt;br /&gt;
&lt;br /&gt;
In her 14 years as Grand Admiral Huiling has seen several systems subjugated by the Fleet and added into the Empire, and has zealously guarded the Empire’s reserves of Helium-3 despite House Caladius’ demands to release parts of the reserve in order to make a larger profit. She has also cultivated a close relationship with the royal family — particularly Lei Keeser — in order to better push a naval agenda. Huiling is confident that, no matter what the Goddess may have in store for her, she will be able to hold onto her position and the power that comes with it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner for Imperial Aviation: Annaliese Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Despite being the youngest of the Imperial Army’s branches, the Imperial Flying Corps have no lack of influence and sponsors due to its status as a club for Morozian nobility. But there is no greater sponsor of the Corps than its commissioner, Annaliese Strelitz. While her aunt — and often rival — Dorothea-Frieda must go through the trouble of managing an entire Army, Annaliese spends the majority of her time cavorting with Morozian nobility and ensuring the Corps maintains their patronage. Much of this fundraising work is done in conjunction with her two allies: Izla Caladius and Alessandro Amadei, who ensure the Corps never lacks for funding — even if the Navy and Army are hardly fans of it at times.&lt;br /&gt;
&lt;br /&gt;
Born in 2423 to a wealthy family long affiliated with House Strelitz, Annaliese was always destined for a life in service to the Empire’s military. But the young Strelitz showed little interest in fighting on the ground and often avoided her cadet courses to pursue flight lessons. Eventually her family conceded and allowed Annaliese to pursue flight full-time, and enrolled her in a cadet course for the Imperial Flying Corps. The young flight officer has used her connections throughout the intervening years to pull the right strings at the right time, eventually ensuring her ascension to the position of Chief Commissioner in 2462.&lt;br /&gt;
&lt;br /&gt;
In her short tenure Annaliese has proven herself to be an exceptional connection-maker for the Corps and an incredible annoyance for Duchess Zhao and Grand Duchess-Electress Strelitz. Annalise spends much of her time boasting of the Corps’ achievements and presenting it as the peak of martial nobility in the Empire. She has effectively drawn sponsors and funding away from the Fleet and Army through this, which gives her military counterparts no end of headaches. Annalise’s attitude — which is infamously narcissistic — has made these headaches far worse.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;High Lord General of His Majesty&#039;s Imperial Army: Dorothea-Frieda Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The most senior leader of the Imperial Army, the High Lord General’s position has been exclusively held by a member of House Strelitz since its inception. The High Lord General’s authority over the Imperial Army is absolute, with only the Emperor able to overturn their decisions. However, the Army’s inability to travel from system to system itself limits this authority and for es a degree of cooperation with the Fleet — something some Strelitz grind their teeth over.&lt;br /&gt;
&lt;br /&gt;
Born into a family with a long history of martial Service in House Strelitz in 2418, Dorothea-Frieda has spent her life in the Imperial Army. While health concerns prevented her from being geneboosted, her strategic brilliance and sufficient grasp of politics has allowed her to become both High Lord General in 2445 and leader of House Strelitz at the same time — a significant achievement that makes her the only cabinet member currently also in command of one of the five great houses. This status makes Dorothea-Frieda a woman of many responsibilities, and she is almost never seen without a throng of aides surrounding her in order to allow her to better respond to any problems that may arise.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years of service as High Lord General Dorothea-Frieda has seen multiple worlds and systems conquered — or at least occupied — by the Empire, with Sun Reach standing as the Army’s most notable recent conquest. She has doggedly tried to stay above politics and has, for the most part, succeeded in this effort. Yet in private corners some whisper that the High Lord General grinds her teeth over the crown princess’ apparent liberalism when it comes to the use of force abroad, and fears the inevitable transfer of power could see the Army lose its importance as the primary instrument of the Empire’s will abroad. But only time will tell if these rumors are true. For now, a very real issue for her might be the tensions with the Chief Minister of Unathi Affairs, Kasz Han’san, who she sees as meddling in affairs that aren’t his own when he tries to better positions for the Unathi of the Imperial army who often find themselves under the authority of an unsympathetic House Strelitz.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;High Seneschal of His Majesty&#039;s Justice: Ngo Juric&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Regarded by many as the most trusted member of the cabinet by the Emperor, the High Seneschal is the primary legal authority of the Empire as it applies to secular law in the Empire’s borders. For better or worse, the High Seneschal must defer to the word of his religious counterparts on matters of the Edicts in the majority of conditions with the exception of violations of the Fourth Edict, where the judiciary takes priority. Navigating this legal environment while advising the Emperor demands an individual who is both unerring in their faith to the throne and able to negotiate with many, many parties.&lt;br /&gt;
&lt;br /&gt;
Fortunately for the Keesers, Ngo Juric, born in 2395 in Nova Luxembourg not far from the palace, is precisely that individual. A friend of the dearly departed Emperor Godwin Keeser and a close associate of the current royal family, Juric has served as the legal councilor for the Keesers for nearly forty years, and has served as Seneschal for almost thirty. A kind and gregarious man, Juric has a reputation for being liked by all he speaks to — including the infamously stone-hearted Inquisitrix of the Holy Tribunal — and is well regarded by all five of the great houses.&lt;br /&gt;
&lt;br /&gt;
But despite his friendly reputation, the High Seneschal is anything but a pushover. His thirty years of service have seen the absolute rule of the royal family set even further into stone, and his legal expertise has led to the Empire ensuring its dealings with Zavodskoi Interstellar are favorable to both parties rather than tipped in the megacorporation’s favor. But Juric is an old man — older than his dear friend, Emperor Boleslaw Keeser, by almost a decade — and many believe the High Seneschal will soon retire, living out the rest of his days content that he served faithfully and firmly – content in the knowledge he left the Empire in a better place than it was thirty years ago.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Director of His Majesty&#039;s Imperial Intelligence Directorate: Alojzia Molnarova&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Power is all too often a fickle, fleeting thing that tempts many and is granted to very few. While House Keeser commands the respect of many in the Empire, from Primary to Ma’zal, there are always those that will seek to rise above their station through ungentlemanly means and subterfuge. The Imperial Intelligence Directorate has long served as a bulwark against such ungoddessly individuals, and its Director is often regarded as one of the most important individuals in the Imperial Cabinet as a result. Since the ascension of Emperor Boleslaw Keeser I in 2437, the position of Director has been held by Baronet Alojzia Molnarova, the only commoner to hold a position in the Imperial Cabinet and a close personal friend of the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2408 to a family of commoners awarded a Baronet during the War of Moroz, little is known of Alojzia’s personal life beyond her current duties. Few photographs exist of the camera-shy Director, and rumors regarding her past — and that of the Molnarov family — abound. Some rumors go as far as to suggest that the Molnarovs are of Fisanduhian descent, or that Alojzia is not a member of the Moroz Holy Tribunal herself. Such rumors have never been formally acknowledged by the Director or her Directorate, but many that promote them publicly are shortly thereafter revealed to be shell infilitators hellbent on destroying the Empire and all that it stands for. They are, of course, promptly executed after their discovery.&lt;br /&gt;
&lt;br /&gt;
As Director, Molnarova has seen that the Directorate has been constantly improved and modernized in order to keep pace with the growing regional threats the Empire faces — Elyra and the Coalition — while ensuring that it is never vulnerable to internal enemies. No price is too great to pay in order to ensure the Empire’s stability, and the Directorate has been accused by many that flee the Empire of employing draconian methods — often alongside the Imperial Army — to crush dissent in the Imperial Frontier. But these rumors are difficult to substantiate, as the Directorate — and its enigmatic Director — are consistently tight-lipped. When her close friend and Emperor dies, none are sure what will become of Director Molnarova. None aside from the Director herself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPENLY ACTIVE IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY NOT BE PLAYED IN-GAME. UNDERCOVER IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY ONLY BE PLAYED AS CONSULARS.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Theodora Gottlieb, High Inquisitrix of the Holy Tribunal&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the High Seneschal and Director concern themselves with the laws and behaviors of humanity, the Holy Tribunal concerns itself with those that break higher, greater principles: the Edicts laid out by the Goddess to Her faithful to follow and obey. The ultimate adjudicator of Her Edicts is none other than the Tribunal’s High Inquisitrix: a woman born with the rare gift to hear and interpret Her words who had been forged into a leader through the crucible of the Holy Tribunal. The High Inquisitrix possesses unquestioned authority over matters of religious law — only the Immaculate Hand, the leader of the Holy Tribunal, or the Emperor himself may overturn one of her decisions.&lt;br /&gt;
&lt;br /&gt;
Born in 2431 to a noble family of little renown outside of Nova Luxembourg, Theodora’s path to High Inquisitrix was not clear to her or her family until she revealed herself able to commune with the Goddess and interpret Her words shortly before her eighth birthday. The following twelve years were spent training in the Holy Tribunal in order to ascend to the position of Inquisitrix — one of the Tribunal’s religious officials responsible for carrying out the Goddess’ will by returning edict breakers from abroad — at the age of twenty. As an inquisitrix Gottlieb was responsible for many things, though her primary duty quickly became apparent: tracking down edict breakers and ensuring they were returned to the Empire alive, to face Her justice. Following a decade of service she was recommended for the position of High Inquisitrix, which she accepted in 2461.&lt;br /&gt;
&lt;br /&gt;
In her three years as High Inqusitrix, Gottlieb has spent much of her time interpreting Her words for the Emperor in addition to her typical duties as High Inquisitrix. High-profile trials and public events — often alongside the Immaculate Hand, her immediate supervisor and one of two individuals Gottlieb must answer to alongside the Emperor — are commonplace, and something the High Inquisitrix excels at. But a part of Gottlieb wishes to return to what she was trained to do: tracking down edict breakers and bringing them to face the Goddess’ justice, no matter where they attempt to hide themselves. But for now her duty is clear: to remain in her lofty position as long as She wills it, and to carry out Her work with all the High Inquisitrix does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Agnes Caladius, Immaculate Hand of Our Lady the Goddess&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Empire’s state is not complete without the Holy Tribunal, which interprets Her will and applies it to the imperfect world of humanity. In the Tribunal there is no authority holier — or higher — than that of its leader, the Immaculate Hand of Our Lady the Goddess. Elected for life by a convocation of priests and priestesses, the Immaculate Hand is regarded as the highest authority on religious matters in the Empire due to their mastery of scripture. Though primarily intended as a religious advisor on the council, the Immaculate Hand’s religious authority arguably makes her the second most powerful person in the Empire after the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2386 to a family long involved in House Caladius, Agnes’ path to the position of Immaculate Hand was anything but clear due to her inability to receive the gift of communion from birth. Though no fault of her own, her lack of this gift prevented the young theologian from joining the ranks of the Inquisitrix as she originally desired, and Agnes instead committed herself to the study of the Goddess and Her words. The young woman proved herself to be a dedicated — if conservative — theologian and a gifted orator, and quickly rose through the ranks of the Tribunal. In 2432, following the death of her predecessor, Agnes was elected Immaculate Hand, the supreme religious authority of the Holy Tribunal.&lt;br /&gt;
&lt;br /&gt;
In her three decades as Immaculate Hand, Agnes has charted a steady course through a quickly-changing Spur. Her reign has seen the addition of the Tenth Edict, codifying the Tribunal’s opinion on augmentations, and generally good relations between the Emperor and both major schools of Tribunalist thought. Additionally she has formally consecrated the largest Tribunalist cathedral abroad, which is located in Mendell City and serves many Dominians employed by Zavodskoi and has worked with the High Inquisitrix to ensure no edict breaker escapes Her justice. But despite her successes the Immaculate Hand grows older each day, and is known to have a poor relationship with the crown princess. What the future holds for her, only the Goddess knows.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Houses===&lt;br /&gt;
&lt;br /&gt;
A moniker for the five most prominent Houses in the Empire, these families are the most powerful political and economic influencers in the Empire. They currently consist of:&lt;br /&gt;
&lt;br /&gt;
* House Volvalaad - House Colors: Blue, Black - A Human-dominated house. This house&#039;s wealth is in genetics and biological research. Of all the Great Houses, it is the biggest supporter of integration into the wider galactic community.&lt;br /&gt;
* House Caladius - House Colors: Purple Shades - A Human-dominated house. This house&#039;s power lies in its money lending and banking, alongside its many land holdings for which it receives a breathtaking sum in rent money. They also control a large amount of the Moroz Holy Tribunal.&lt;br /&gt;
* House Zhao - House Colors: White, Gray - A Human-dominated house. The power of this great house sits in engineering and its numerous naval contacts. It dominates the navy of the Empire of Dominia, with other houses constituting minor portions of the fleets.&lt;br /&gt;
* House Strelitz - House Colors: Gold and Red - A venerable Human house. Largely a military and martial power, it provides most of the Imperial Army’s officers and equipment. It is also the origin of Dominian honor as it is known today.&lt;br /&gt;
&lt;br /&gt;
===The Imperial Electors===&lt;br /&gt;
&lt;br /&gt;
The five great houses form the only voting group in the Empire of Dominia, the Imperial Council of Electors. These five individuals, leaders of their respective houses, are expected to meet with the Emperor - or Empress - to discuss and pass legislation impacting the entire Empire. Debates amongst the electors can become extremely heated and can be roughly divided along reformist and conservative lines. The reformists - those that seek a more liberal and widely integrated Empire - are led by the Volvalaads with support from House Caladius’ pro-trade faction. The conservatives - those that believe the Empire is fine as it stands and does not need further integration - are headed by the Kazhkz with support from much of House Caladius’ clergy. Houses Zhao and Strelitz, being more militarily-minded, tend to flip-flop on issues depending on Imperial security interests. The Emperor rarely steps into debates himself but, when he does, he is often able to easily shift the argument in his favor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The Peerage, Noble Orders, and Titles===&lt;br /&gt;
The Imperial nobility is defined and sorted in prominence by their peerages alongside a complex mixture of noble orders and titles, many of which can trace their origins back to the era before the modern Empire. The Empire’s nobility is well-respected in its core worlds and is regarded as the peak of polite Dominian society. Below is a list of some common titles found in the Empire of Dominia, ordered from highest to lowest in the Empire’s peerage. This should be used as a general guide for the Empire’s nobility.&lt;br /&gt;
&lt;br /&gt;
Land-owning nobility going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&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;Royal Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Emperor/Empress: The unquestioned ruler of the Empire of Dominia. This title can also refer to the spouse of an Emperor or Emperess.&lt;br /&gt;
* Crown Prince/Princess: The heir apparent to the throne of the Empire of Dominia, next in line for the Imperial succession. The current heir apparent is Crown Princess Priscilla Keeser.&lt;br /&gt;
* Prince/Princess: Children of the current Emperor that are not the heir apparent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Noble Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Grand Duke/Duchess: The leaders of the Empire’s great houses.&lt;br /&gt;
* Grand Consul: The leader of House Caladius. Unlike a Grand Duke, this position is elected by members of its own great house.&lt;br /&gt;
* Governor: The rule of an Imperial March, one of the Empire’s core worlds. Governorship is not inherited and is instead granted by the Emperor.&lt;br /&gt;
* Marquess/Marchioness: The ruler of one of the systems on the border between the Imperial Core and Imperial Frontier, such as Novi Jadran. Appointed by the Emperor.&lt;br /&gt;
* Viceroy: Ruler of an Imperial Viceroyalty, a colony in the Imperial Frontier. Viceroys are appointed by the Emperor rather than inheriting their title.&lt;br /&gt;
* Duke/Duchess: The immediate subordinates of a governor or viceroy that are responsible for managing regions of a planet. This title is bestowed by a Governor and is not hereditary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Noble Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Count/Countess: The hereditary ruler of an Imperial province and subordinate to a Duke. Counts can also be the administrators of Imperial military bases, though these Counts are not hereditary. Military Counts retain their title, but not their county, after their posting.&lt;br /&gt;
* Viscount/Viscountess: The ruler of a subdivision of an Imperial province, subordinates of the province’s Count. A hereditary position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Nobles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baron/Baroness: The hereditary ruler of a barony, a small plot of land that has been declared the domain of a family in exchange for their loyalty to the Emperor. Typically answer to a Count or Duke.&lt;br /&gt;
* Lord/Lady: A generic title used to refer to a landless noble lacking other honorifics, such as the children of a noble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baronet: A gender-neutral, landless hereditary title granted by the Emperor or a Governor to a notable commoner family, granting them the status of Primary in the Empire. Often the first step to becoming fully ennobled.&lt;br /&gt;
* Imperial Knight/Dame/Chevalier: A title granted to members of a sanctioned Imperial Order of the Empire such as the Order of the Golden Albatross or The Order of the Broken Mountains. Bequeathed to Primaries, Secondaries, and sufficiently Morozian Ma’zals such as the nobles of Novi Jadran. Holders of the title are not considered nobility through knighthood alone but hold rights and privileges that place them above an untitled Secondary. Whilst regular knights are free to go aboard, those who have achieved significant rank within an Order are expected to remain within the Empire and leaving would see their knighthood stripped from them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Initial Colonization===&lt;br /&gt;
&lt;br /&gt;
The original settlers of the planet of Moroz arrived and founded the city of Nova Luxembourg in July of 2137 within the Mira Sancta System, so named after a belief that the planet would be a bountiful new frontier for humanity. The settlers had been primarily recruited from Europe and East Asia, promised a fertile new home in the deep frontier of human space as many were during this era of colonization. However, these settlers were going farther than any human colonists had gone before. The three colony ships were equipped with a new generation of warp engines that made the trip only take three years and they had been told by their sponsors that terraforming efforts had transformed three barren worlds into utopian paradises to surpass Earth itself.&lt;br /&gt;
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But as the settlers stepped out onto their new home, they found the planet almost entirely frozen. What terraforming equipment had been there had been abandoned for years— the failing states of Earth had effectively sent tens of thousands of people off without making sure they had a home to arrive to. Their mission was not an official United Nations-sanctioned effort, but a disjointed effort between scattered, failing states. Only three years after they landed the United Nations had even ceased to exist - transformed into the Sol Alliance. In the transition red tape and chaotic bureaucracy consumed everything and old data was lost or neglected, including records of the Morozi colonial effort. And with the colonists&#039; warp-based transponder signals broadcasting on phased out frequencies that no longer existed within Sol, Moroz was cut off with no hope of resupply or escape. With no other option, they brought their colony ship to touch down on the planet&#039;s surface.&lt;br /&gt;
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The initial colonists of Dominia arrived in three separate areas, as per the original flight plans of their colony ships. Landing Site Fisanduh was located in &amp;quot;temperate&amp;quot; plains to be utilized for farming that was surrounded by mineral-rich mountain ranges, intended to become the industrial base of the colony— unfortunately for the colonists, the landing zone and its surrounding area were discovered to be quite cold. Landing Site Ofassel was located in the most &amp;quot;fertile&amp;quot; area of Moroz, a relatively temperate region of the planet. Intended to be the &amp;quot;breadbasket&amp;quot; of the planet, the colonists of this landing site viewed themselves as blessed with good fortune compared to their fellows. Landing Site Telminia was located near flat, fertile plains intended to serve as the primary launch point for shuttles coming on and off of the planet. Exacerbating the issues of the colonists upon landing was the failure of their local warp-based transponders, meaning that the three landing sites developed isolated of one another for some time.&lt;br /&gt;
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===The Forgotten Colony===&lt;br /&gt;
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After landing, all three colony ships were unable to relaunch due to a lack of fuel. In this harsh environment, the colonists quickly learned how to adapt and overcome through a variety of means. Some overcame through unity, while others tried more radical methods.&lt;br /&gt;
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At Landing Site Fisanduh, the name of the mountainous region in which they had settled, the colonists managed to quickly adapt to their harsh circumstances. They unloaded crate after crate of heavy equipment originally intended for mining and industrial work, managing to establish the respectable city of Neubach in the foothills of the Fisanduh Mountains. The colonists of Fisanduh opted to unify as a whole to conquer their harsh environment and managed to avoid the radical measures undertaken by other landing sites due to the strength of their unity. As the area around Landing Site Fisanduh expanded, and it became clear that the original colonial staff would no longer be able to manage it all, the Confederated States of Fisanduh were formed. To the members of the Confederacy, there was no such thing as a Primary, Secondary, or Tertiary - there were simply Confederates. To the members of other states, however, the population of the Confederated States is primarily Secondaries, due to the lack of a colonial rationing program or nobility.&lt;br /&gt;
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At Landing Site Ofassel the colonists were more religious than their fellows, being primarily recruited from Eastern Orthodox populations. When faced with the hardship they relied on their faiths to guide them through the harsh initial years of the colonial process, and the clergy quickly became a wealthier and better-fed class than their contemporaries. The religious class of Ofassel was taller, stronger, and more educated than their fellows that worked in the agricultural industry and quickly began co-opting control of the landing site from the small staff of colonial administrators sent along with the ship. It was not until an administrator, a senior official named Valentia Caladius, proposed an alliance with the clergy that the settlement truly began to prosper. The start of the Holy Kingdom of Domelkos grew out of this political alliance, as did House Caladius. The importance of the religious leaders to the Holy Kingdom led to a great amount of emphasis being placed on them, with many referring to them as the &amp;quot;first and most important citizens&amp;quot; of the Holy Kingdom. Over time, this would simply be shortened to &amp;quot;Primaries.&amp;quot;&lt;br /&gt;
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At Landing Site Telminia, two families rapidly came to prominence: the Zhao family, a group of engineers involved in ensuring that the engines that powered their capital of Nova Luxembourg kept running, and the Volvalaad family, a group of scientists responsible for the genetic engineering of crops and livestock to prevent the starvation of the colony. The two families would eventually rapidly expand their capabilities and power, with the Zhaos becoming prominent engineers and the Volvalaads moving into human genetic manipulation. They would also, through a combination of their power and manipulation of the colonial bureaucracy, turn the landing site into a monarchy controlled by the two families - now referred to as House Zhao and House Volvalaad. Eventually, they would refer to themselves as the Imperial Alliance of Zhao and Volvalaad. Or, more simply, the Imperial Alliance of Telminia. The engineers of House Zhao were lucky to create a working long-range radio system shortly after landing, which put them into contact with the fledgling Holy Kingdom of Domelkos. The religion of the Holy Kingdom spread to the Imperial Alliance as the two groups grew closely together due to their similar systems of government and similar state of quasi-castes. The nobility of the Imperial Alliance was, like their contemporaries in House Caladius and the Holy Kingdom&#039;s clergy, generally taller and stronger than their commoner counterparts due to a better diet. The caste system of the Imperial Alliance was further reinforced by a primitive version of the later blood debt, in which those living under the control of a noble paid them in service or goods to reside on it.&lt;br /&gt;
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By 2300 these three groups had grown significantly from their original sizes. The Confederated States had expanded to become a major industrial powerhouse in the Fisanduh Mountains and area around them, but remained behind their mountain ranges aside from the occasional expedition due to the hostile attitude of the Holy Kingdom, occupying western areas surrounding the mountain range— and Imperial Alliance— occupying the eastern regions surrounding the mountain range. Due to the differences between the Confederacy and the Holy Kingdom-Imperial Alliance coalition, conflict was inevitable at some point. It would come in 2355 when the Imperial Alliance and the Holy Kingdom gave the Confederated States an ultimatum: bend the knee and come into the fold as a unified Moroz, or resist and be annihilated. The democratic Confederated States opted to resist, and the bloodiest war in the planet’s history began.&lt;br /&gt;
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===The War of Moroz===&lt;br /&gt;
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Lasting almost a full century, the &amp;quot;Holy Crusade to Unite Moroz&amp;quot; as it is called in the Empire of Dominia (the Confederacy refers to it as the &amp;quot;War for Liberty&amp;quot;) economically and militarily devastated the planet. While the war began with victories for the Coalition outside of the Fisanduh Mountains, it became a stalemate when the mountain range was reached by Coalition forces. The Fisanduhian Army had fortified the passes through the mountains and was not willing to give territory. The full might of the Confederated State&#039;s industrial economy was used to defend its harsh mountainous environments while the Coalition turned its biological prowess towards breaking the stalemate. The foundation of the modern geneboosted Primaries originated from this effort to produce more effective soldiers.&lt;br /&gt;
While the Coalition tried their best to break through, they could not. There were breaks in the warring, but they were only temporary ceasefires - simply interludes in what the Coalition viewed as a holy war and the Confederated States viewed as a war for its existence.  But in 2384, after decades of war, the balance of power shifted dramatically.&lt;br /&gt;
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===2356 - Contact with the Wider Spur===&lt;br /&gt;
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During the initial months of the War of Moroz, in the hectic mass of radio communications between the two sides, a long-range radio station in Jinxiang picked up an unusual signal in an odd dialect of what they assumed was Vulgae Morozi. None in the station could tell what the communications were, and a House Strelitz codebreaker was summoned in an effort to break what the station assumed was a Fisanduhian cypher. The codebreaker, while unable to decipher the language, summoned a linguist who deciphered the communication and discovered the truth of the message.&lt;br /&gt;
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The message was a communication from the Solarian Alliance to a survey ship involved in the Warp Gate Project, and had been sent at least a year prior. The message itself was an order to inquire as to the status of Sun Reach, a planet then unknown on Moroz. While not directed at the Morozians, this was the first time they had discovered other humans remained in the Spur. A message was sent in response and the Alliance acknowledged it, and confirmed they did not intend to interfere in Morozian affairs. It was a tremendous day, and 18 December remains widely celebrated throughout the Empire as the day the broader Spur was recontacted.&lt;br /&gt;
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===2384-86 - The Collapse of Fisanduh===&lt;br /&gt;
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In late 2384 the Imperial Alliance and the Holy Kingdom made a desperate move. House Zhao was confident in its ability to launch a functional spaceship fleet after decades of research alongside House Volvalaad with the aim of flanking the Fisanduhian lines and deploying elite geneboosted commandos of House Strelitz to destroy the Fisanduhians from the inside. An infantry captain from the Imperial Alliance, Wilhelm Strelitz, was chosen for his exceptional faith in the Morozian Holy Tribunal and leadership abilities. As Captain Strelitz and his crew launched, they were firm in their faith that they would aid them. As the ships took off with their troop compartments full of crack Strelitz troops, all aboard prayed that this would be the end of the bloody war. In the Imperial Palace, the Emperor himself is said to have prayed for the success of the mission.&lt;br /&gt;
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The Confederated States were not prepared for an orbital assault by the commando units on all their major cities, including their capital of Neubach, with their lines collapsing as Imperial Army troops surged across the borders. By early 2384 the government of Fisanduh had collapsed, but never signed surrender terms to the war, instead opting to enact &amp;quot;Plan SCRAM&amp;quot; and start an insurgency. The last Prime Minister of the Confederated States, Helga Kesselring, shot herself while draped in the standard of the States rather than be taken prisoner. No fully intact copy of Plan SCRAM has ever been recovered from Moroz due to the Confederated States&#039; efforts to destroy sensitive documents in the final hours of its existence as an official government - the only recovered parts of it are a two-page section: a title page reading &amp;quot;PLAN SCRAM&amp;quot; and a second page reading &amp;quot;DESTROY ALL INFORMATION PAST THIS PAGE AFTER READING.&amp;quot; By 2386 the entire region was declared secure.&lt;br /&gt;
With the reunification finally completed at long last, the Imperial Alliance and the Holy Kingdom joined hands with the formation of the Empire of Dominia and the coronation of Godwin Keeser, the ruler of the Imperial Alliance, as the first Emperor of Dominia. The years that followed his coronation on the 29th of June, 2385, would be a time of great change for Moroz.&lt;br /&gt;
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===2385 - The Early Empire===&lt;br /&gt;
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The first true Emperor of Dominia, Godwin Keeser reigned from 2385 until his death from old age in 2437. During his rule the newly-formed Empire of Dominia would go from a minor power to a regional force on the level of the nearby Republic of Elyra. Domestically, Emperor Godwin was faced with repeated issues in Fisanduh as the Empire attempted to bring it under control while expanding abroad. Ultimately the 2402-03 Navy Day Uprising, which saw the Empire lose control over Inner Fisanduh, would prove to be the greatest failure of his reign.&lt;br /&gt;
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Under Godwin’s reign the Empire flourished and its modern institutions began to take shape. He formalized the Imperial military’s structure, much of its colonial bureaucracy, its use of privateers, and the primacy of Morozians over the Empire. Emperor Godwin, while never managing to establish formal relations, did establish ties to the Southern Reaches of the Solarian Alliance and the then-Solarian system of Tau Ceti. When he passed from the material world into Her loving embrace in 2437, he left behind a nation which — while unable to directly challenge the Coalition of Colonies — was a regional power capable of elbowing its way into the broader Spur. His eldest son, Boleslaw Keeser, was left to rule over a significantly more stable and powerful state than the Imperial Alliance his father had inherited.&lt;br /&gt;
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===22 July 2437 - Emperor Boleslaw’s Coronation===&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
As Emperor Godwin departed into the loving arms of the Goddess on 18 July, 2437, plans had already been made to crown his eldest son as the new Emperor of Dominia. The new Emperor’s coronation in Nova Luxembourg was the first such ceremony viewed by the wider Spur, and was attended by representatives from various Solarian systems, some Coalition member states, Elyran diplomats, and others. Following three days of national mourning the Immaculate Hand placed the Imperial crown upon Boleslaw Keeser’s head, and the second ruler of the vastly expanded Empire was born, with its domain now stretching from Nova Luxembourg to Sun Reach.&lt;br /&gt;
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===2437 - The Modern Empire===&lt;br /&gt;
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Under Emperor Boleslaw’s reign the Empire has continued to prosper, though many view the current Emperor as not having surpassed his father. His reign has seen the addition of a new — yet controversial — great house in 2440 with the arrival of House Kazkhz, further improvements to Morozian infrastructure, and more cooperation with the broader Spur. Notably, NanoTrasen established formal business relations with the Empire in 2452 while Zavodskoi Interstellar did so in 2441. The Empire was one of the first stellar nations to recognize the newly-independent Republic of Biesel and has had a cooperative relationship with it ever since.&lt;br /&gt;
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Boleslaw’s reign has seen more conflict with the broader Spur than his father’s, particularly with the nearby Republic of Elyra, and has brought the Empire into worse relations with the Coalition of Colonies through expansions of its privateering and aggressive use of the Imperial Fleet against unaligned frontier worlds near the Empire to annex them. Military expansions throughout his reign have seen the Empire’s continued expansion toward the territories formerly controlled by the Alliance, where it repurposes Solarian hegemonic era structures for its own resource extraction needs. Some in the Empire call this an unsustainable expansion which will inevitably draw it into conflict with the wider Spur, but none can deny the resources brought by its expansion aid its continued growth. Internally, Inner Fisanduh remains an issue and many of the great houses are rumored to look poorly upon House Kazkhz for their recent arrival and Emperor Boleslaw’s favor of them.&lt;br /&gt;
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In the 2460s, with the shadow of the phoron crisis beginning to fade, Emperor Boleslaw continues to reign, but he is increasingly elderly and infirm. As more and more of his duties are taken over by the heir apparent, Crown Princess Priscilla, the Empire looks towards the future with trepidation. Priscilla, when she ascends, is anticipated to be more liberal than her father, and none can anticipate what this outlook will bring to the issues currently facing it.&lt;br /&gt;
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==Dominian Society==&lt;br /&gt;
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===Primaries===&lt;br /&gt;
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The Primaries are the noble and liturgical classes of the Dominian Empire&#039;s humans, though the noble class of Dominia often sees Secondaries adopted into it. Due to centuries of eating better than their commoner and lay counterparts, Primaries are physically larger and more imposing than their Secondary cousins. Secondaries that are elevated to nobility, though still primaries, tend to be slightly shorter than older families. Dominians (or Morozians, if you are from the former Confederated States) of this social class are not typically found in Fisanduh due to its lack of nobility and can reach heights of six feet in both genders. &lt;br /&gt;
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Land-owning Primaries going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 6&#039;5&amp;quot;. The older a noble lineage, the taller they will be on average. &lt;br /&gt;
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&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;4&amp;quot; - 6&#039;3&amp;quot;. The older a noble lineage, the taller they will be on average.&lt;br /&gt;
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===Secondaries===&lt;br /&gt;
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Secondaries are the commoners and laypeople of Moroz, those on the planet lacking noble titles or liturgical positions. Exceptional Secondaries are often ennobled, becoming Primaries. They make up the bulk of Moroz&#039;s population but are the second-most populous group overall in the Empire after Ma&#039;zals. Secondaries as a whole tend to be smaller than Primaries (though there are exceptions) and represent a more diverse social class than the Primaries do, but are a part of the same Morozian ethnic and cultural group. The key difference between the two classes is the presence of a noble title. In the Empire proper, Secondaries form the core of the Moroz Holy Tribunal and Imperial society as a whole. Within the former Confederated States, Secondaries are instead referred to as &amp;quot;Morozians.&amp;quot;&lt;br /&gt;
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The Empire’s Unathi population are considered Secondaries. Though individually their means and life conditions are generally slightly inferior to their Human counterpart, they make up for it by relying on each other as a clan, with funds kept in reserve by the clan to assist with various needs and issues.&lt;br /&gt;
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&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;1&amp;quot; - 5&#039;4&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Unathi Male Height:&#039;&#039;&#039;  6&#039;0&amp;quot; - 7&#039;0&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Unathi Female Height:&#039;&#039;&#039; 5&#039;9&amp;quot; - 6&#039;8”&lt;br /&gt;
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===Ma&#039;zals===&lt;br /&gt;
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A blanket term used to refer to those citizens— or subjects— of the Empire that are not from Moroz, Ma&#039;zals represent the Empire&#039;s underclass. They are an extremely diverse group that tends to be generally rebellious, and resistant to Imperial control. Those that do opt to side with the Empire have either been integrated into the Empire&#039;s colonial system or are turncoats. Ma&#039;zals also form a large population in the Coalition of Colonies, as they often flee from the Empire through whatever means are available. Ma&#039;zals form the backbone of the [[Dominian Imperial Military]] and can rise to great heights in the Imperial Army, though the majority never rise beyond the most junior officer ranks.&lt;br /&gt;
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Ma’zals, while diverse, can be divided into three distinct groups that the Empire of Dominia keeps track of. The largest of these groups are the &#039;&#039;&#039;“regular” Ma’zals&#039;&#039;&#039; of the Empire that have yet to fully accept Imperial rule. These Ma’zals are generally found on recently conquered planets and tend to be the most resistant to Imperial control, with violent resistance not being uncommon. No matter how much the Empire tries there are always those that continue to resist even after most have accepted their status as Imperial subjects, and House Strelitz often becomes involved in counter-insurgency warfare on Imperial colonies. However, in due time, these Ma’zals will eventually bend the knee to Imperial rule; in part due to the next, and smallest, category of Ma’zal.&lt;br /&gt;
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The so-called &#039;&#039;&#039;&amp;quot;Elevated Ma’zal,”&#039;&#039;&#039; is an unusual and often misunderstood figure both inside and outside of the Empire of Dominia. Originally an “invention,” of House Caladius, the men and women that make up this category of Ma’zals are trained to serve as bureaucrats in the massive bureaucracy of the Empire of Dominia. This has quite a few advantages as the Elevated Ma’zals know the planet, understand the local language and customs and can be utilized as a friendly face for the Empire’s control of the planet. Sometimes referred to as the “nobility of the Imperial frontier,” Elevated Ma’zals will often— with blessings from House Caladius of course— form their own noble houses and orders, assuming they are not integrated into House Caladius. These frontier houses are generally always affiliated with House Caladius, and have proven to be a valuable ally of their merchants.&lt;br /&gt;
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The final category of Ma’zals are those that have accepted Imperial rule and now live as full citizens of the Empire. The &#039;&#039;&#039;“Integrated Ma’zals,”&#039;&#039;&#039; of the Empire make up a smaller portion of the total Ma’zal population than their non-integrated counterparts but possess a greater amount of economic power than their rebellious counterparts and are, though not fully Morozian, considered to be loyal subjects of the Emperor and Goddess alike. The loyalty of some Integrated Ma’zals is so great that many are often awarded the prestigious title of Honourary Morozian, also referred to as “Morozian beyond the void,” in some areas, which represents that they have demonstrated a very high level of commitment to the Empire. Such an award is accompanied by immediate ennobling with the great house that recommended the award be bestowed.&lt;br /&gt;
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===Geneboosting===&lt;br /&gt;
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A technique dating back centuries, geneboosting is descended from colonial efforts to genetically engineer species adapted to the harsh Morozian climate. Geneboosting was originally used on humans by the Volvalaads at the behest of House Strelitz with the intent of improving the Imperial Army&#039;s officer corps before being adopted by House Volvalaad as a way to create a better class of nobility. Geneboosting is done during the fetal development stage. It greatly enhances the natural genetic structure of the patient, removing flaws and emphasizing strengths. &#039;&#039;&#039;This form of genetic modification is limited to the nobility due to the high cost and status associated with it&#039;&#039;&#039;. The effects lead to enhanced attributes and appearances: those geneboosted are stronger, faster, more able, and much longer-lived than their non-geneboosted counterparts. Geneboosted playable species tend to be slightly taller than average, with humans becoming as tall as 6&#039;8&amp;quot; (2.03m) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to being prohibitively expensive. Talks with Zeng-Hu to improve upon Dominia&#039;s pre-existing gene boosting techniques have not yielded results.&lt;br /&gt;
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===Dominian Heads of Staff===&lt;br /&gt;
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As a result of the Empire&#039;s fanatical outlook on certain issues such as synthetic life and edict breakers, Dominian heads of staff are fairly rare aboard Stellar Corporate Conglomerate facilities such as the SCCV Horizon. Those that do pass through the requirements needed to become a head of staff are typically considered to be liberals (or, rarely, reformists) in the Empire and typically belong to or are affiliated with a Great House, with House Volvalaad having the greatest representation abroad and House Caladius following closely behind. Nevertheless, they must still go through a great amount of orientation in order to adapt to life aboard such a cosmopolitan vessel.&lt;br /&gt;
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Dominians that are elevated to a leadership position within the Conglomerate are regarded to be the best and brightest of the Empire by the cartel and are highly-regarded by the for their professionalism and honor despite some difficulties in working with IPCs and other forms of synthetic life. Please note that playing a Dominian head of staff is not an excuse to make a player&#039;s round miserable just because they&#039;re a synthetic.&lt;br /&gt;
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==Languages==&lt;br /&gt;
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The Empire is a multilingual society divided between High Morozi, a Tradeband dialect, and Vulgar Morozi, a Sol Common dialect, along with various Unathi dialects, such as Sinta’Azaziba, and Freespeak. Which of these languages one speaks are generally determined by one’s class and planet of birth. Among the Primary aristocracy and natives of the Imperial Core High Morozi is often the first, and primary, language, with Tau Ceti Basic and Vulgar Morozi fluency viewed as the sign of a good upbringing and education. Primaries who do not speak Vulgar Morozi are extremely uncommon, and those who do not speak the language are generally looked upon poorly by their peers. Many Secondaries speak Vulgar Morozi as their first language, though this varies from family to family.&lt;br /&gt;
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As one travels further from the Imperial Core, High Morozi begins to rapidly disappear as a first language and is replaced with its Vuglar counterpart, or with Freespeak. Often pejoratively known as “Gutter,” or “Rebel-Speak,” by Dominians the language is associated with the uncivilized frontier. Speaking Freespeak, even if one has knowledge of the language, is considered to be a major faux pas.&lt;br /&gt;
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==Synth Relations==&lt;br /&gt;
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&#039;&#039;&#039;CHARACTERS ABOARD THE HORIZON HOLDING DOMINIAN CITIZENSHIP WHO ARE DISCOVERED BY THE DOMINIAN GOVERNMENT TO BE INVOLVED IN ANY KIND OF INTIMATE RELATIONSHIP WITH AN IPC MAY BE EXTRADITED TO DOMINIA TO FACE PUNISHMENT FOR BREAKING THE FIFTH EDICT AND FOR DEGRADING THE IMAGE OF THE EMPIRE ABROAD. EXTRADITED CHARACTERS WILL NO LONGER BE PLAYABLE ABOARD THE HORIZON AND MAY BE SUBJECT TO THE PUNISHMENTS OF LIFE IMPRISONMENT, PERMANENT EXILE, OR DEATH.&#039;&#039;&#039;&lt;br /&gt;
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Dominian hatred of synthetic life stems from its deep faith in the Holy Tribunal and all positronics are sought out and destroyed upon entering Dominia space. To Dominians, higher level Synthetic life like self-aware AI and IPCs are ontologically evil. Interestingly, to observers, there seems to be a disproportionately high number of shell IPCs present in the sector compared to those beliefs. Rumors that Emperor Boleslaw Keeser declares political rivals untagged shells before black bagging them have been vehemently denied by the Empire.&lt;br /&gt;
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Imperial citizens working abroad in human space often interact with synthetics. In foreign lands, Dominians are expected to maintain some degree of tolerance in the presence of synthetics, abomination though they may be, in order to continue being permitted to work in these environments. While robots, or synthetics without a positronic brain or similar, are not objectionable to the Tribunal, citizens who refused to work alongside AI or IPCs would soon find themselves out of work and are expected to cooperate with these entities when their occupation demands it.&lt;br /&gt;
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==Dominian Extradition==&lt;br /&gt;
While the Empire&#039;s subjects may live and work outside of its borders, they are still expected to uphold the Empire&#039;s reputation abroad. This includes acting in a way that would not embarrass or otherwise be an affront to Dominia or its interests. Should a Dominian citizen abroad be caught perpetrating either of these acts, they may be investigated by His Majesty&#039;s Imperial Diplomatic Service and extradited by local authorities back to Dominia in order to receive the proper punishment from a Dominian court. For purposes of Dominian characters living and working aboard the SCCV Horizon, the information relevant to this procedure is detailed below.&lt;br /&gt;
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The Empire of Dominia has an extradition treaty with the Republic of Biesel. It can exercise this treaty to hold investigations pertaining to the conduct of Dominian subjects inhabiting Biesellite space and extradite them back to Imperial space if a breach of an Imperial Edict or other behavior which may besmirch the Empire&#039;s reputation abroad is found. Extraditions and investigations may only be conducted at the request of a consular or if a Dominian character&#039;s conduct is so egregious as to warrant notice by His Majesty&#039;s Imperial Diplomatic Service without the aid of a consular. Dominian Consulars found to be abusing this power or otherwise using this power dishonestly will be considered as breakers the Sixth Edict and will be summarily ejected from His Majesty&#039;s Diplomatic Service and extradited back to the Empire themselves to face punishment. The expediency of an investigation or extradition decision is balanced by a number of factors including an accused person&#039;s class, the severity of the alleged crime, and the amount of evidence weighing against them or in their favor. For example, the most scrutiny and expediency would be paid to Primaries and those accused of flagrantly breaking Tribunalist edicts or plotting against the empire. The processing of extradition requests typically takes a few days, but exceptions can be made if the crime or embarrassment to the Empire&#039;s pride would warrant that the process be expedited. If an investigation or extradition has been requested concurrently with a request for asylum or refugee status with another faction in the setting, the request for asylum &#039;&#039;&#039;DOES NOT&#039;&#039;&#039; nullify any investigation or extradition request unless asylum is granted. Whichever completes first, the asylum-seeking process or the extradition process, is what holds. Extraditions from the SCCV horizon are conducted by Biesellite or SCC authorities in cooperation with His Majesty&#039;s Imperial Diplomatic service. Judgements on extradition and investigations are made by the Human Lore Team and cannot be appealed. &#039;&#039;&#039;Through playing a Dominian character, players implicitly consent to be bound by the decisions made by the Human Lore Team in the event their character is investigated or extradited.&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&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=Empire_of_Dominia&amp;diff=34912</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=34912"/>
		<updated>2024-12-17T10:53:29Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Secondaries */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = Mira Sancta&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = High Morozi (Tradeband), Vulgar Morozi (Solarian Common)&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The &#039;&#039;&#039;Empire of Dominia&#039;&#039;&#039;, often simply referred to as “the Empire,” is a heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the Mira Sancta System. This autocratic state is presently ruled by His Imperial Majesty &#039;&#039;&#039;Emperor Boleslaw Keeser I&#039;&#039;&#039;. The Empire of Dominia was proclaimed in 2385 by Emperor Godwin Keeser, the father of Boleslaw Keeser. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socioeconomically stratified due to the so-called blood debt, known as the Mor’iz’al. All citizens are born with the Mor’iz’al debt in exchange for the privileges of citizenship, a debt that takes some a lifetime or more to pay off. Imperial society is heavily divided by class and the Mor’iz’al blood debt is a very important part of Imperial society. Many in the Empire follow a strict code of honor, which originates with its great houses. The Empire is considered by many to be a threat to the free frontier. Its state religion is the Moroz Holy Tribunal which lays a heavy hand upon the Imperial government, with their edicts enforceable as law and those that violate its edicts being referred to as “edict breakers,” a class of unpersons actively hunted down by the government. Perhaps the most famous export of the Empire is the gene-boosting techniques it has carefully developed over centuries, though they lag behind the Skrell. It remains highly imperialistic and somewhat isolated but has recently made strides to enter further into the galactic stage. “In the Goddess’s Name, So Shall It Be Done” is commonly regarded as the unofficial motto of the Empire, due to the association of the phrase with the Tribunal.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
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Based on the 2459 Imperial Census, the total population of the Empire is roughly fifteen billion, though this number has grown in the intervening years. Citizens from the Imperial Core tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunal&#039;s power. As one travels outwards from the Imperial Core loyalty to both Emperor and Goddess slowly fades, and the presence of the Imperial Army increases in response.&lt;br /&gt;
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Citizens of the Outer Empire or &amp;quot;Imperial Frontier&amp;quot; tend to lack loyalty to both the throne and the Tribunal, largely due to being conquered by force rather than colonized by Morozians as the Dominian core worlds were. Many subjects are new to the Empire in these regions and are unwilling to bend the knee, leading to a great number of military units being stationed here. Imperial frontier subjects have a reputation for being uncivilized in the Inner Empire. They tend to be unwilling to convert, with these regions seeing higher amounts of edict-based executions.&lt;br /&gt;
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====[[Moroz]]====&lt;br /&gt;
The capital planet the Empire with roughly six billion residents. The planet is largely dominated by its large polar circles which encompass around 70% of the planet’s surface. Moroz is by far the wealthiest settlement in the Empire and owes much of its wealth to the extraction-based economics of Dominian imperialism, which has led to some resentment from other planets in the young Empire.&lt;br /&gt;
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====Zhurong====&lt;br /&gt;
[[Image:Minimap Dominia.png|thumb|A closer image focusing on the planets and territory of the Empire.]]&lt;br /&gt;
Colonized in 2367 by the combined efforts of the Imperial Alliance and Holy Kingdom of Domelkos, the Imperial Mandate of Zhurong is the Empire’s oldest continuous colony. Zhurong is home to plentiful mineral deposits which form the backbone of the local economy, and have ensured the planet is the beating industrial heart of the Empire and its Fleet. Its capital Hongse Chengbao, literally translated as Red Castle, is in one of the few stable regions of the planet and takes its name from the large Imperial Fleet Arsenal which was established there in the early 2370s. Much of the planet’s surface outside of the stable regions is constantly shifting and exposing new mineral deposits which the Empire readily exploits by using large mobile mining walkers designed to withstand the frequent earthquakes and volcanic activity Zhurong is known for. The planet is known to be far hotter than Moroz and local fashion discards the long sleeves and heavy coats of Moroz for short sleeves and lighter fabrics.&lt;br /&gt;
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In both the present day and historically Zhurong has served as a critical industrial hub for the Empire which produces many of its weapons of war, ranging from humble infantry rifles to the venerable Moroz-class dreadnoughts of the Imperial Fleet. Most in House Zhao, which has long dominated Zhurong, believe the War of Moroz was won in Zhurong’s factories and orbital shipyards. The ever-increasing demands of the Empire’s colonial conquests has resulted in the Admiral-Governors of Zhurong creating the Red Castle System: a decree which divides the planet into a series of counties which are ruled by minor nobles or qualified Secondaries affiliated with House Zhao. Appointed by the Admiral-Governor, these Counts and Countesses are responsible for ensuring the quotas set for Zhurong by the Imperial Council are met. If they are not met, the rulers can simply be removed. Despite the risk of removal some families have had a great deal of success as Counts minted by the Red Castle, and have made themselves and their holdings immensely wealthy in the process.&lt;br /&gt;
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Perhaps the most successful of the Red Castle Counts is the Kaneko family, a group of minor nobles who are responsible for large-scale steel production in Kaneko County. Unfailing in their loyalty to House Zhao and the broader Empire, House Kaneko is known for its fair and relatively meritocratic policies towards its subordinates, including its Ma’zal workers, and has never once failed to meet its assigned quotas. Their family crest — a yastr holding a forging hammer in its claws — is stamped on every piece of steel they forge and is a common sight throughout the Imperial military. House Kaneko’s motto — Zhurong Steel — has become a slang term in many corners of the Empire for a high-quality product which will not fail. The family has consistently refused offers to integrate it into House Zhao, citing their role as servants of House Zhao above all things. More cynical souls have pointed to House Kaneko’s independence allowing for it to more easily interact with foreign companies, such as Zavodskoi Interstellar.&lt;br /&gt;
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Those beneath these Counts and Countesses are primarily Ma’zals and less wealthy Secondaries, though some minor nobles can be found in administrative positions across the planet. The factories and mineral fields of Zhurong are a common destination for Ma’zals looking to quickly work off their Mo’ri’zal, and those of their family, despite the hazards associated with working in the mineral fields. Earthquakes and volcanic activity are two major hazards which face the mining walkers of Zhurong, and injuries can be quite common among the planet’s miners despite safety standards and protective equipment demanded by the Admiral-Governor for all miners. In the factories in orbital works of Zhurong life is significantly safer but pay is lower. Zavodskoi Interstellar, a recent partner of the Empire, has begun to invest large amounts of funds into the planet’s industrial infrastructure, and Zhurong’s fortunes seem to have improved greatly through cooperation with Zavodskoi. Some in the broader Spur have whispered of Zavodskoi’s intent to turn Zhurong into their version of [[New Hai Phong]] — an industrial planet which they can cite as a major accomplishment and source of income.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
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====Zhurong Imperial Shipbuilding====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Let me phrase this in a way even you can understand, Grand Consul. A sculptor cannot function without her materials, yes? The resources you will be diverting into this pet project of yours are my materials, and my sculpture is our Empire!”&amp;lt;/i&amp;gt; — Grand Admiral Huiling Zhao during discussions preceding the creation of ZIS.&amp;lt;/center&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Zhurong Imperial Shipbuilding&#039;&#039;&#039; is a Zavodskoi Interstellar affiliated company subordinate to the larger Zhao-run Zhurong Imperial Naval Arsenal (ZINA) which is located on the Empire of Dominia’s industrialized core world of Zhurong. The ZIS is focused around, as the name implies, the construction of ships but has a focus on civilian hulls rather than military ones. Founded in 2462 after the construction of multiple shipyards in orbit of the industrial planet [[Empire_of_Dominia#Zhurong | Zhurong]] by House Zhao and funded by House Caladius, ZIS is  a successful attempt by the Empire to force Hephaestus Industries out of a market, in this case the need for civilian and industrial vessels within the Empire of Dominia, and replace it with a native Dominian company. &lt;br /&gt;
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Contemporary Operations and Influence: Currently, the ZIS profits along the Great Houses of the Empire, using the raw resources of newly conquered frontier worlds to build the vessels which transport those resources from the frontier worlds. By cooperating with both  House Zhao and Caladius and focusing their efforts on civilian vessels rather than military ones, ZIS has come to hold a near monopoly over the construction of those vessels within the Empire, and limitations on other megacorporations places by the Chief Commissioner of Economic Development ensure their position remains secure. Outside the empire they currently compete with Hegeranzi Starworks, a Hephaestus subsidiary for markets not only in the Badlands but across the Spur. Currently, the Starworks has a leading edge due to the help of Hephaestus Industries and ZIS’ focus on serving the Dominian market first. However, ZIS is increasingly finding an edge in more specialized vessels and equipment compared to the mass production design of the Starworks. ZIS works closely with Zavodskoi Industries, who buys their ships for sale outside of the Empire. Zavodskoi also provides many skilled engineers for the ZIS through a work contract program. Most ZIS employees not affiliated with Zavodskoi are Ma’zals from the Imperial Frontier seeking better work and higher wages to pay off their Mo’ri’zal. These Ma’zals are typically supervised by Secondaries, who make up the vast number of white-collar jobs found in both ZIS and its parent company, ZINA.&lt;br /&gt;
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&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Lord Master of the Shipyard (CEO): Lanying Zhao&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though criticized by many in House Caladius for being clear evidence of Imperial Fleet meddling in the affairs of civilian shipbuilding, the Admiral-Governor of Zhurong has doggedly maintained her position as Lord Master of the Shipyard through her own influence, vast talents, and the patronage of the Grand Admiral. Lanying’s tenure as ZIS’ first, and so far only, leader has been relatively unpopular with House Caladius due to her repeated choices to direct ZIS resources into ZINA, which she also controls, despite protests by many merchants. Conversely, these choices have made her quite popular with her own house. Rumors have recently spoken of the Admiral-Governor, a woman bored half to death by her duties, resigning her position as soon as a successor emerges. Only time will tell if these are true.&lt;br /&gt;
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&#039;&#039;&#039;Master of Production: Xiu Zhao&#039;&#039;&#039;&lt;br /&gt;
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The mind behind many ships used by civilian and military actors across the Empire, Xiu Zhao is often regarded as one of the house’s greatest contemporary engineers. Serving as Master of Production is something of a retirement for the old engineer as he is now responsible more for production schedules than military vessels. Some say it is more a punishment than retirement for his promotion and production of the somewhat inefficient Empire-class cruiser, but House Zhao has been quick to deny these rumors. Regardless of why he is there Xiu has proven to be an effective technical mind, though he often finds himself in conflict with Lanying over how best to allocate resources.&lt;br /&gt;
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&#039;&#039;&#039;Commissioner of Finance: Annette Caladius&#039;&#039;&#039;&lt;br /&gt;
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The comptroller of ZIS’ budget, Annette Caladius — otherwise known as the Countess of Saint’s Landing on Alterim Obrirava — is a woman often frustrated by her associates on the executive committee. Much of her time is spent thwarting Zhao plots to funnel more money away from ZIS and its merchant ship production. The time which is not spent doing this is often instead spent managing the affairs of her distant, though religiously important, holding or meeting with the myriad House Caladius-affiliated merchants. Countess Caladius is almost always surrounded by a throng of Secondary and Ma’zal clerks, secretaries, and functionaries who work tirelessly to ensure the will of House Caladius is carried out at ZIS. While the Countess has won great approval in her position she has long yearned for more, and some believe she is merely using ZIS as a springboard to launch herself into the position of Grand Consul — House Caladius’ elected leader.&lt;br /&gt;
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&#039;&#039;&#039;Chief Supervisor of the Shipyard: Henryk Gottfried&#039;&#039;&#039;&lt;br /&gt;
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An Imperial Knight with a long history of service in the Imperial Fleet, Sir Gottfried is the only Secondary on ZIS’ executive committee. A former Fleet logistics officer assigned to the elite First Battlefleet, his organizational skills — and family connections to House Zhao — made him an ideal candidate for the position of Chief Supervisor of the Shipyard, and he is now responsible for much of the day-to-day running of ZIS. A Fleet man to the core, Gottfried is not unwilling to shift ZIS resources to Fleet projects if the Governor-Admiral or Grand Admiral deem it needed.&lt;br /&gt;
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&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
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With the shipyards of the Zhao-dominated Zhurong Imperial Naval Arsenal almost entirely focused on the construction of military vessels and their accessories, the Empire, and House Caladius, found itself struggling to transport resources from their expanding frontier colonies to the Imperial Core for use in heavy industries or other economic activities. The Empire, ever wary of outside influence, curtailed the expansion of [[Hephaestus Industries]], who had been attempting to enter the market with their ships produced by [[Unathi_Guilds#Hegeranzi Starworks | Hegeranzi Starworks]], one of their subsidiaries. House Zhao was instructed by the Emperor and Chief Commissioner of Economic Development Izla Caladius to create an imperial company to supply ships for the empire&#039;s industry, being the great house most familiar with shipbuilding. As the Zhaos were more obsessed with their military shipyards however, they came to an agreement to work closely with Zavodskoi Interstellar, a well respected company in the empire, to accomplish their orders with minimal effort. Were it not for Zavodskoi, the ZIS would be an often ignored and poorly supplied organization. &lt;br /&gt;
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Many in House Zhao, including — according to the Fleet’s rumor mill — the Grand Admiral herself, resent ZIS for taking up valuable manpower, resources, and time which could have instead been diverted to the Imperial Fleet’s arsenal, and perhaps allowed for the construction of a third of the feared Moroz-class dreadnoughts. But the House and the Imperial Fleet are not blind to the reality of the situation: while the existence of ZIS may result in a small decrease in materials sent toward what truly matters, more ships for the ever-complaining House Caladius will allow the Fleet to divert its cargo transports toward more important tasks. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Alterim Obrirava====&lt;br /&gt;
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A lush and Earthlike planet in a system rich in Helium-3, the Imperial Mandate of Alterim Obrirava is a wealthy core world of the Empire of Dominia and a key hub of its fuel industry. Colonized alongside Alterim Balteulis in 2379 during the tail end of the War of Moroz, Obrirava is dominated by Houses Caladius and Zhao. The two great houses do not typically agree on the matter of selling the planet’s bountiful Helium-3 abroad: the Caladius advocate for it, the Zhao advocate against it, and the governor rounds himself caught in the crosshairs of the great houses. Despite Zhao-dictates restrictions on selling its most valuable resource abroad, the planet’s capital, Ilstel, is home to a thriving foreign merchant community sponsored by House Caladius. The planet’s environment is pleasant and many of its residents are immigrants from Moroz who have migrated from the frozen capital of the Empire for greener climates. Clothing on Alterim Obrirava is lighter and more colorful than its counterparts on Moroz.&lt;br /&gt;
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The pleasant and green environment shows signs of having been terraformed at some point by an unknown, likely now extinct, galactic power. Some have theorized the terraforming may date to the Glorsh era but the Empire has consistently refused foreign researchers access to the planet for the purpose of studying its biosphere. House Caladius and much of the broader Empire have claimed the idyllic environment of Alterim Obrirava are a clear indication of the Goddess blessing the Empire with boons. House Volvalaad has long allegedly researched the biosphere alongside the other great houses but has yet to release any information beyond the Empire’s scientific community. More Goddess-touched — the rare women gifted with the ability to “hear” the Goddess — have originated from Alterim Obrirava than any other planet in the Empire.&lt;br /&gt;
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The tourism industry is one of the largest employers of Obrirava’s residents aside from the Helium-3 industry, which employs more Obriravans than any other single industry. Most tourists are other Dominians, and they tend to be either Primaries or wealthy Secondaries. The Secondaries and Ma’zals which make up the service sector of the planet hold themselves to the highest standards to ensure they satisfy the wants and demands of these rich Dominians, and often find themselves employed by [[Idris Incorporated]] when they go abroad. Those who do not work in the service sector are often Ma’zals who are employed in the planet’s orbital Helium-3 mining and refining industry. While not as hazardous as Zhurong by any stretch of the imagination the asteroid fields which the system’s Helium-3 is harvested from are located far in space and demand painstaking EVA work to harvest. Zavodskoi Interstellar is a recent entrant to the Helium-3 mining industry in the system and has established several joint ventures with the engineers of House Zhao.&lt;br /&gt;
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====Alterim Balteulis====&lt;br /&gt;
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The dry and hot Tribunalist Mandate of Alterim Balteulis was originally colonized in 2379 by devout members of House Caladius who felt called to spread the Moroz Holy Tribunal beyond Moroz itself. They established the planetary capital of Casotania and quickly set to work constructing shrines and churches to honor the Goddess’ conquest of this uninhabited world. Alterim Balteulis is home to vast, dry savannahs and hot deserts which encourage the planet’s dominant form of extreme weather: sandstorms. While they can be devastating to unprepared crops and settlers the residents of Alterim Balteulis have overcome these obstacles through faith and clever engineering techniques such as shielded farms and protected railroads.&lt;br /&gt;
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The primary draw of Alterim Balteulis is its immense number of Tribunalist churches, including the massive Grand Cathedral of the Holy Tribunal – an extravagantly expensive structure commissioned by House Caladius to demonstrate their unwavering commitment to the Goddess and built in an area painstakingly terraformed with assistance from House Volvalaad to resemble an idyllic settlement outside Domelkos on Moroz. While some more liberal Tribunalists have balked at this expense the religious grandiosity of the planet has attracted many migrants and pilgrims from across the Empire, some of which opt to settle upon the planet’s dusty surface.&lt;br /&gt;
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Due to its climate Alterim Balteulis is home to a large amount of the Empire’s [[Unathi]] population, but they remain a small minority on the planet.&lt;br /&gt;
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====[[Novi Jadran]]====&lt;br /&gt;
[[Image:Imperial_Frontier.png|thumb|The flag of the Empire&#039;s frontier regions. Its colors symbolically represent Houses Caladius, Zhao, and Strelitz in addition to the Empire itself.]]&lt;br /&gt;
A tundra planet initially colonized by inhabitants of the Adriatic coasts with a population of roughly 100 million people, located near the edge of the Empire&#039;s westernmost frontier. Predominantly cold and icy with short summers, this climate has kept the economy primarily rural and much of the planet underdeveloped, with most living in small cities dotted around the coast and major waterways. A few major population centers exist, such as the capital of Nova Rijeka, that have a semblance of a modern service-based or industrial economy, though these are typically based around processing the foodstuffs the planet is well-known for. Noble authority on the edge of the Empire in Novi Jadran is quite strong, with many people viewing themselves as loyal to their local nobles first and the greater Empire second.&lt;br /&gt;
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Novi Jadran has been under firmly the Empire&#039;s control since its peaceful annexation in 2389, and has proved itself to be a loyal colony despite not contributing much to the Imperial treasury. Many in the Empire view it as the “model colony” of the Dominian frontier and it is visited by many functionaries on tours due to this status, with the Chief Commissioner for Colonial Affairs visiting the planet twice a year. These visits are major events for the planet’s inhabitants and bring with their best offerings for the visiting Primaries in hopes of attracting attention, and the benefits from having a Primary’s eye upon you. These gifts are usually finely crafted feasts and food, though it is not uncommon for horses and other animals to be presented.&lt;br /&gt;
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Planetary cuisine holds true to its Adriatic roots, with many Croatian and Italian elements still present. Fish-based diets are ubiquitous among the rural people as the vast oceans make for perfect fishing conditions and much of the ground is too cold to properly till. The raising of livestock is common towards the equator of the planet, but is not as prevalent as fishing.&lt;br /&gt;
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Despite its status as the “model colony” the planet is not without its problems. Many local nobles are negligent regarding the needs of the rural population and often refuse to carry out mandated infrastructure or electrical reforms. Many of the rural inhabitants in far-flung regions still have either no electricity, or very little. The petty nobility that oversees the various settlements and cities often protests this mismanagement, but the dukes keep them in check through vast and indulgent parties and balls. Calls for a new administration have been spreading around the planet for some months, but only time can tell if the nobility will be reigned in by the Empire or not.&lt;br /&gt;
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====[[Sun Reach]]====&lt;br /&gt;
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Fully conquered by the Imperial Dominian Army in 2422, the Imperial Viceroyalty of Sun Reach is the least populous of the Empire’s major worlds and derives its name from the planet’s largest settlement — a small town which has been transformed into a metropolis over the last forty years due to House Caladius’ investments into its infrastructure and the system’s incredible amounts of Helium-3, the lifeblood of the Imperial Fleet. Sun Reach is a world commonly known through the Empire for the hot, wet climate which supports large fields of algae farmed by those citizens of the planet not employed by the Helium-3 industry. Much of the planet’s surface is dominated by mangroves and swamps which make building infrastructure difficult, and what infrastructure is built through these regions must be painstakingly maintained lest it falls into disrepair and ruin. A resident of Sun Reach is generally referred to as either a Sun Reacher or, more informally, a Reacher.&lt;br /&gt;
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Prior to its annexation by the Empire — described in official Viceroyalty histories as a triumphant rescue from the banditry and anarchy which had ruled the planet, and by dissidents as a brutal occupation which has continued for four decades — Sun Reach was one of dozens of post-Solarian Hegemonic Era colonies, worlds colonized during the pre-Interstellar War era during the Alliance’s golden age and abandoned in the Alliance’s [[Sol Alliance History#2302: Elyra’s Secession and the Collapse of the Southern Solarian Frontier|retreat from the Southern Solarian Frontier after 2302]]. Utilized by the [[Solarian Armed Forces#Solarian Navy|Solarian Navy]], much like the later Imperial Fleet, it was abandoned with valuable assets such as its Helium-3 industry and limited shipbuilding facilities intact. In the intervening years Sun Reach’s colonial government — left behind during the retreat — turned itself from a Solarian government into a bandit state which relied upon its Helium-3 resources and shipbuilding to dominate its poorer and weaker neighbors, and had successfully a small piratical empire of its own by the late 24th century. These Pirate Lords, descended from the original colonial administration, enriched themselves but not the planet’s people, causing resentment to build in a poor, mostly rural population kept in check through fear and intimidation.&lt;br /&gt;
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But by the dawn of the 25th century, the beginning of the end for the Pirate Lords was in sight. The rise of the nearby and much more powerful Empire of Dominia had created an opponent they could not hope to best, and the former tributary states of the [[Human Piracy|pirate empire]] beseeched [[Moroz]] for protection — as did a small group of [[Moroz Holy Tribunal|Tribunalist]] faithful on the planet. A minor skirmish between Pirate Lord-aligned vessels and the [[Dominian Imperial Military#Notable Fleet Forces and Equipment|Imperial Fleet’s 1st Battlefleet]] in 2422 was utilized by the Empire to launch a formal invasion of the planet within the same year, and the Pirate Lords rapidly found themselves defeated, tried, and mostly executed by the triumphant Empire — though some escaped to the [[Republic of Elyra]] or [[Coalition of Colonies]]. Some of the population, ecstatic to be free of the Pirate Lords, accepted the Empire with open arms, while others saw it as trading of one despot for the other.&lt;br /&gt;
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In the forty years since its conquest the Viceroyalty has done much to both endear itself to and aggravate the Empire. While much of the population — particularly those in the Imperial capital of Sun Reach and the fertile “Algae Belt” around the planet’s equator — are steadfast in their loyalty to the Empire, the swamps and mangroves which define much of the planet&#039;s surface have proven themselves to be a persistent source of trouble for the Empire. Dissident Sun Reachers, or [[Dominian Imperial Military#The Imperial Army|Imperial Army]] deserters, will often flee into these areas and from there, launch guerilla attacks against Imperial forces and loyalists. A longstanding campaign by forces of the Imperial Army, [[Dominian Imperial Military#Notable Imperial Army Units|local militias]], and [[Dominian Imperial Military#The Imperial Flying Corps|Imperial Flying Corps]] has suppressed these guerrillas, but has not entirely eliminated what the Viceroyalty described as, “rural banditry,” on the planet. Problems with development due to the planet’s environment still remain and many Sun Reachers live as sustenance algae farmers, with only a career in the He-3 industry that dominates its industrial centers or a life in the Imperial Military as exits. Perhaps in honor of their piratical heritage, many Sun Reachers join the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] or, failing that, the [[Human Piracy#Empire of Dominia-Affiliated Privateers|Goddess’ Flotilla]].&lt;br /&gt;
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==Economy==&lt;br /&gt;
&lt;br /&gt;
The Dominian economic system is based around the extraction of goods from its frontier to enrich the Imperial Core and fuel the Empire’s war machine. It is dominated by the Empire’s four human great houses, who are powerful enough to absorb or subvert potential competitors, and primarily concerns itself with defense-related production. The main currency of the Empire is the Imperial Pound (Ф), which is backed by precious metals owned by the Imperial Central Bank in Nova Luxembourg, Moroz. However, currencies such as the Solarian Standard Credit or Biesel Standard Credit are commonly used by merchants throughout the Empire. The Empire’s largest employer is its industrial sector, followed by the service sector and the agricultural sector. The Imperial government is the Empire’s single largest employer as it de jure controls many defense-related industries, though in reality these industries are often run by Houses Zhao and Strelitz.&lt;br /&gt;
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One of the most profitable industrial sectors in the Empire, particularly in the wake of the phoron crisis, is its Helium-3 (He-3) refining industry. This industry is the lifeblood of the Imperial Fleet, the Empire’s main method of colonial conquest and control, as the Fleet’s ships almost exclusively burn Helium-3 in their engines. Most of the Empire’s conquests are done in an effort to find more Helium-3 to fuel its continued expansion, and it often aims to establish control over formerly Solarian He-3 facilities in the Sparring Sea which have sat mostly unused since the Elyran Revolution forced a general retreat by the Alliance from the region. These facilities are often located in orbit above abandoned colonies, such as Sun Reach, which are integrated into the Empire, regardless of their willingness to join it.&lt;br /&gt;
&lt;br /&gt;
Houses Zhao and Caladius have, particularly since 2462, been at odds over what to do with the Empire’s Helium-3 as it is now one of the Spur’s major producers of the fuel. House Caladius seeks to sell it for a profit while prices are high while House Zhao seeks to preserve the Empire’s strategic reserves for what they view as an inevitable conflict with their nearby rival: the Republic of Elyra. Even the Emperor has been unable to make the two houses see eye-to-eye on the issue and the leaders of the two houses are known to become involved in heated discussions on the issue during meetings of the Imperial Council of Electors, and the Imperial Cabinet itself often becomes involved in similarly heated discussions over the issue. Izla Caladius, the current Chief Commissioner of Economic Development, and her close aide, Josephine Caladius, have long avoided the topic and instead busies herself with the development of sustainable industries which will allow the Empire to grow and endure a potential conflict with Elyra.&lt;br /&gt;
&lt;br /&gt;
More liberal elements of the Empire, such as the outward-looking House Volvalaad, have expressed concerns regarding the Empire’s extraction-based economy. They have noted the Empire will, inevitably, run out of easy conquests and instead be faced with the prospect of war against a regional power such as Elyra or the Hegemony, and be forced to endure a prolonged conflict where it will not have easy access to resources to extract and thus sustain its military-centric economy. This stance is not popular amongst the Empire’s nobility outside of House Volvalaad and certain elements of House Caladius, but rumors in the capital of Nova Luxembourg suggest the crown Princess has taken an interest in this particular mode of economic thought.&lt;br /&gt;
&lt;br /&gt;
===Economic Sectors===&lt;br /&gt;
&lt;br /&gt;
====Industrial====&lt;br /&gt;
&lt;br /&gt;
The industrial sector of the Imperial economy is its largest and is constantly growing, particularly following recent investments by Zavodskoi Interstellar into it. Most known abroad for shipbuilding and weapons manufacturing, the most profitable subsector of the industrial economy is its Helium-3 mining and refining sector. Though the heavy industry of the Empire is most often associated with Zhurong’s  mines and industries, including orbital shipyards, the industrial sector can be found throughout the Empire and is particularly concentrated in its frontier — where most of its Helium-3 production outside of Alterim Obrirava can be found. The Helium-3 industry of the Empire is dirty and hazardous but is an attractive line of work for many Ma’zals and impoverished Secondaries who cannot afford to pay their Mo’ri’zal — the Empire’s form of taxation. Most of the raw materials used by the industrial sector come from the Imperial Frontier and the Empire’s conquests there.&lt;br /&gt;
&lt;br /&gt;
Workers of the Empire’s heavy industries are almost always Ma’zals from the Imperial Frontier drawn by its high wages and unwilling, or unable, to join the Imperial military. Work is hazardous and hours are long, with few protections for the rights of workers and institutional favoritism towards workers from older colonies of the Empire. How the workers of a given factory or facility are treated is often entirely up to the discretion of the facility manager — themselves often a Morozian or a trusted Ma’zal who has risen to the rank of Honourary Morozian, most typically a Jadraner. While these supervisors can be reported to local Imperial authorities for misconduct, investigations can take months and supervisors are rarely severely punished. Workers do have a quicker recourse: accusing their superiors of sabotaging the military’s supply chains. Those accused of this are swiftly investigated and, if found guilty, dismissed from their positions. Those found not guilty are often given military police officers to investigate the initial reporter, who is often sent to prison for the very crime they accused their superior of.&lt;br /&gt;
&lt;br /&gt;
====Service====&lt;br /&gt;
&lt;br /&gt;
Slightly smaller than the industrial sector, the service sector of the Empire’s economy is growing alongside its larger counterpart. The prominence and size of the Empire’s service sector is rooted in the stark class divisions of its society, with its nobles and wealthy commoners having a large need for luxuries and consumer goods. This sector is dominated by House Caladius, which controls much of the consumer aspect, and House Volvalaad, which controls the medical and welfare aspect. It is not associated with any single planet and can be found across the Empire, though its consumer aspect is more commonly found in the Imperial Core due to its greater wealth and larger population of Morozians. Idris Incorporated, in cooperation with House Caladius, often hires gifted individuals from this sector to work abroad and bring a touch of exotic Dominian culture to the broader Spur.&lt;br /&gt;
&lt;br /&gt;
Those who work in the service sector are often more trusted Ma’zals, wealthier Secondaries, and sometimes minor nobles. Ma’zals are often employed in lower-end jobs as servants of noble families or as hospitality workers, but many can be found in the medical profession working alongside Morozians. The Secondaries and nobles found in this sector are generally employed in the medical field, either by House Volvalaad or by the Tribunal’s medical facilities. Treatment is generally better than in the industrial sector and work is often easier, if at times less profitable. For Ma’zal servants their pay and treatment depends greatly upon the family — or business — which employs them.&lt;br /&gt;
&lt;br /&gt;
====Agrarian====&lt;br /&gt;
&lt;br /&gt;
The smallest and least profitable of the Empire’s three sectors, the agrarian sector is most commonly associated with the remote regions of the Imperial Frontier such as Sun Reach. Many Imperial farms are owned and operated by Ma’zals themselves, but House Caladius currently stands as the largest agrarian landholder in the Imperial Core. Those in this sector are often less wealthy than their counterparts and can work more than their counterparts due to the time commitment farming necessitates. As the frontier farms of the Empire are given wider access to mechanized equipment many of its former workers have since moved to cities to make their fortunes in the factories and refineries of the Empire or have instead joined the Imperial military.&lt;br /&gt;
&lt;br /&gt;
Those who still work in the agrarian frontier are in one of the only industries where Ma’zals are influential — though they are often indebted to agronomists and geneticists of House Volvalaad, which dominates the Empire’s genetically-modified crop industry. Life on a farm of the Imperial Frontier is often romanticized as idyllic or bucolic by many Morozians and more integrated Ma’zals, but the work is often physically taxing and provides little in the way of upwards mobility for those living in the countryside.&lt;br /&gt;
&lt;br /&gt;
===Great House Corporations===&lt;br /&gt;
&lt;br /&gt;
Essentially state corporations under the management of the great houses, these corporations are major forces in the modern Imperial economy. Each of these corporations is aligned to a singular great house and has a web of subordinate companies across the Empire in both the Core and Frontier. Most have, in recent years, begun to work with Zavodskoi Interstellar but are not dominated by it — at least, not yet. Due to their close relationship with the great houses, and thus the Imperial throne, they are able to exert influence over Zavodskoi within the Empire and their relationship is much more equal than pre-Collapse Solarian-Zavodskoi Interstellar relations.&lt;br /&gt;
&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;Morozian Imperial Armaments Conglomerate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Strelitz, Morozian Imperial Armaments Conglomerate (MIAC) is the main supplier of equipment to the Imperial Army, Dominian law enforcement, and the civilian firearms market in the Empire. It produces everything from main battle tanks to concealable handguns and has, since 2462, produced equipment for Zavodskoi Interstellar on license. Most of its staff are Morozian Secondaries or Jadranic Ma’zals and few Primaries can be found within its ranks, as House Strelitz nobles and affiliate noble houses view military service as the righteous, honorary pursuit — to instead pursue factory management work is debasing oneself, and a duty better for commoners.&lt;br /&gt;
&lt;br /&gt;
MIAC is found throughout the Empire but its two largest subsidiaries are Jinxiang Imperial Armaments (JXIAM), located in Jinxiang, Moroz, and the Royal Jadranic Armaments Works (RJAW) in Durres, Novi Jadran. JXIAM is the oldest continuously operating military contractor in the Empire and dates to the War of Moroz, where it supplied the weapons which unified Moroz. In the modern era it is the Imperial Army’s vehicle manufacturer and produces everything from logistics trucks to the feared JA-57/2 breakthrough tank. RJAW is a younger corporation which was initially a civilian firearms manufacturer on Novi Jadran. Bought out by MIAC in 2405 it has since become a major small arms manufacturer for the Imperial Army, Imperial law enforcement, and the civilian market. Zavodskoi has a contract with RJAW to expand its operations and its engineers, often wearing gas masks to protect against Durres’ air pollution, can be seen throughout its facilities.&lt;br /&gt;
&lt;br /&gt;
MIAC employees who go abroad typically find employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&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;Juro Genetics &amp;amp; Biotechnological Innovation&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Volvalaad, Juro Genetics &amp;amp; Biotechnological Innovation (JGBI) is a conglomerate of medical and pharmaceutical companies which dominate the Empire’s healthcare industry. One of the first corporations in the Empire to open itself up to the broader Spur, JGBI has long worked with the NanoTrasen Corporation to acquire phoron for medical equipment and research purposes. In recent years this relationship has waned with the advent of the phoron crisis and the entry of Zavodskoi into the Empire. Most JGBI are Volvalaad Primaries or Secondaries and it employs few Ma’zals, with most serving in low-level roles such as custodial or security personnel.&lt;br /&gt;
&lt;br /&gt;
JBGI’s most well-known subsidiaries are the Nova Luxembourg Genetics Institute (NLGI) and the Domelkan Agrarian Research Corporation (DARC). NLGI, the most well-known subsidiary, is responsible for the development and distribution of geneboosting technology throughout the Empire. Headquartered in the Imperial capital, it is one of the wealthiest companies in the modern Empire as a result of its exclusively noble clientele. DARC is a less prestigious, but arguably more important, company due to its focus upon agrarian research, particularly in regards to growing crops in cold climates. It is through their work that Novi Jadran and Moroz are more productive than before, though its spread to the Imperial Mandate has been very slow due to interference by colonial bureaucrats and simple distance. Moroz is, after all, far more profitable&lt;br /&gt;
&lt;br /&gt;
JGBI employees, when they go abroad, typically find employment with the [[Nanotrasen|NanoTrasen Corporation]]. More rarely, due to its pro-augmentation stance, they find employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&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;Royal Morozian Investment Group&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Caladius, the Royal Morozian Investment Group (RMIG) is an investment firm used by House Caladius’ merchant faction to further the great house’s mercantile goals. RMIG is the wealthiest great house affiliated corporation in the modern Empire and controls significant amounts of its real estate market and investment capital. It provides much of the capital used by Dominian corporations to expand their operations and has recently begun to loan Imperial Pounds to Zavodskoi Interstellar. Like House Caladius itself, RMIG has a greater number of Secondaries and Ma’zals than any other corporation, and its executive board has several non-nobles on it. &lt;br /&gt;
&lt;br /&gt;
RMIG does not have major subsidiaries and instead operates several different branches which are responsible for various areas of the Orion Spur and the Empire. The Core Sector — based on Moroz — manages investments in the Imperial Core, whereas the Outer Sector — based on Novi Jadran — manages investments in the Imperial Frontier. Smaller branches manage investments in other human nations aside from the Republic of Elyra, the regional rival of the Empire.&lt;br /&gt;
&lt;br /&gt;
RMIG employees, when they go abroad, typically find employment with [[Idris Incorporated]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&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;Imperial Engineering &amp;amp; Shipbuilding Conglomerate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Zhao, the Imperial Engineering and Shipbuilding Conglomerate (IESC) is the largest single producer of spacefaring vessels in the Empire and dominates its construction industry. If a notable government building must be constructed, an IESC subsidiary is the most likely candidate to do so. Unlike other conglomerates, which are headquartered on Moroz, IESC’s headquarters is in the capital of Zhurong, Hongse Chengbao, where House Zhao’s power is at its apex. It has recently become a major cooperator with Zavodskoi Interstellar, particularly its Ingkom subsidiary. IESC staff are cross-class, with its engineers coming from House Zhao’s noble ranks, Novi Jadran’s academies, and more rarely Sun Reach’s Zhao-run schools. Despite the stratified nature of the Imperial Fleet, its primary client, the IESC is fairly meritocratic.&lt;br /&gt;
&lt;br /&gt;
The most famous IESC subsidiaries are the Zhurong Imperial Naval Arsenal (ZINA) and Zhurong Imperial Aeronautics (ZIA). ZINA is the larger corporation and is the main producer of the Imperial Fleet’s vessels, with its naval yards in Zhurong’s orbit supplying nearly every ship used by the Fleet and its engineers attempting to constantly innovate upon its designs. ZINA does some work with Zavodskoi Interstellar and has essentially given its civilian subsidiary, Zhurong Imperial Shipbuilding, to the megacorporation as few in ZINA care to produce civilian vessels. ZIA is a smaller firm that specializes in producing aircraft and is the main supplier of the Imperial Flying Corps. It has, in recent years, attempted to diversify into the civilian aviation market to some degree of success, with many Morozian Primaries swearing by its airliners.&lt;br /&gt;
&lt;br /&gt;
IESC employees, when they go abroad, almost always find employment with  [[Zavodskoi Interstellar]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Mo’ri’zal==&lt;br /&gt;
&lt;br /&gt;
The Empire’s unique form of taxation is the Mo’ri’zal, or “Blood Debt” in Vulgar Morozi. The Mo’ri’zal is a lump sum every Imperial subject receives upon birth (or otherwise acquiring their citizenship) that is paid to the state over the course of their life, and is often high enough to require decades to pay off. How quickly one can pay off their Mo’ri’zal is a key marker of one’s economic class in the Empire. Most Primaries — those of the Empire’s aristocracy — have theirs paid off at birth, most Secondaries — the Imperial middle class — pay theirs by early to mid adulthood, and many Ma’zals — the colonial subjects of the Empire — must work their entire lives to pay it off.&lt;br /&gt;
&lt;br /&gt;
One’s Mo’ri’zal can be paid off by others, and many noble houses of Dominia attract commoners into their employ through promises of paying off parts of their debt. The Mo’ri’zal can also be paid off in other ways: military service pays five percent of the debt per year served, and injuries received in the line of duty — particularly severe ones — can pay off large amounts of the debt. Those that fall serving the Empire have their entire debt and a part of their immediate family’s debt forgiven.&lt;br /&gt;
&lt;br /&gt;
While the Mo’ri’zal is a significant sum — and criticized by some as simply a state-sponsored form of indentured servitude — it is quite popular in the Empire’s core worlds due to the benefits it provides them: their paying of the Mo’ri’zal funds healthcare, public services such as education, infrastructure, and the might of the Empire’s war machine. It is additionally often trivial for many of them to pay off their Mo’ri’zal due to the wealth of many in the Empire’s core. In the Empire’s colonies, such as Sun Reach, the Mo’ri’zal is looked upon much more poorly. Many Ma’zals were initially born as non-Imperial subjects and only received their Mo’ri’zal when the Empire conquered their planet, and few of them view the debt — which is meant to be paid off gradually from one’s birth onwards — as reasonably payable. While the debt is legally meant to not carry over to one’s descendents, should it be unpaid at one’s death, a familial history of being unable to pay Mo’ri’zals can result in a denial of privileges such as healthcare until the debt is settled -- generally through a family member joining the the Imperial military.&lt;br /&gt;
&lt;br /&gt;
Compounding the issues of these recently-conquered Dominian subjects is the nature through which the Mo’ri’zal is calculated. As the Mo’ri’zal is assigned to an Imperial subject at their birth -- or at the point that they become a subject -- it is not, like other taxes, based upon one’s income. Instead it is based upon one’s perceived loyalty to the Dominian state, and the Imperial throne by extension. Primaries and many Secondaries often have small Mo’ri’zals due to generations of dedicated service to the Empire while less loyal populations -- such as Fisanduhians, Lyodii, and some Ma’zals -- tend to have larger Mo’ri’zals.&lt;br /&gt;
&lt;br /&gt;
The Dominian Unathi are a special case. When they arrived in Dominia, it was clear that they did not have the means to pay the Mo’ri’zal, especially not the older one, who would most likely never live long enough to get to pay for it. Instead, these first-generation Unathi took the [[Unathi_in_Dominia#The_Kazhkz-Han’san_Oath|Kazhkz-Han’san Oath]], to pay the debt they owed to the Empire with their actions and conduct instead of money. While the newer generations of Moroz-born Unathi often take the oath as well, these sinta do have to pay the Mo’ri’zal, generally managing to pay for it by the time they reach adulthood, much like other secondaries.&lt;br /&gt;
&lt;br /&gt;
==Edict Breakers==&lt;br /&gt;
&lt;br /&gt;
Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space, however, due to the nature of the fourth edict, subjects of Dominian usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominian space under their own volition for judgment. This usually devolves into near-passive harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the lawbreaker and it&#039;s not uncommon for them to allow themselves to be returned to Dominia for judgment and in some extreme cases take their own lives. Edict breakers and exiles abroad in human space sometimes find themselves pursued in the legal realm for infringing on the trademarks of their House if they refuse to change their surname.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|The Imperial standard of House Keeser, intended to represent three nation-states of old Moroz that formed the basis of the Empire of Dominia.]]&lt;br /&gt;
The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all-consuming imperial bureaucracy. The Imperial Cabinet and Electors are major parts of the government.&lt;br /&gt;
&lt;br /&gt;
===Imperial Cabinet===&lt;br /&gt;
&lt;br /&gt;
The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&lt;br /&gt;
&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;Colonel-in-Chief of His Majesty&#039;s Special Operations Group: Angelika-Lina Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The typical soldier of the Imperial Army is a well-trained, well-equipped, and well-motivated individual that is able to take and hold ground from the Empire’s typical opponents with ease. But there are some things that even these individuals cannot do, and this is when His Majesty’s Special Operations Group is deployed. The position of its leader — the Colonel-in-Chief — is considered to be an extremely prestigious duty that has been held by a member of House Strelitz since the Group’s creation following the War of Moroz.&lt;br /&gt;
&lt;br /&gt;
The present Colonel-in-Chief is herself a veteran of the Group, as every member before her has been. Recently ennobled into House Strelitz shortly before her ascension, the twenty-five-year veteran of the Imperial Army prides herself on being above politics. Prior to her promotion the Colonel-in-Chief served with distinction in the non-geneboosted section of the Group — an unusual unit for the Moroz-born nobles that often serve with the Group. While her service would cost Angelika-Lina her left eye (lost to shrapnel while in Inner Fisanduh), it would give her the network — and the prestige — required for a promotion to Colonel-in-Chief in 2461.&lt;br /&gt;
&lt;br /&gt;
As Colonel-in-Chief, Angelika-Lina has desperately attempted to stay uninvolved in politics while attempting to mold the Group into a perfect special operations force. While she has managed to consistently increase its budget — and, as a result, its successes — the Colonel finds herself pulled further and further into the realm of noble politicking, and often privately wishes to be back on the field. When the Emperor goes to join the Goddess, many believe that the Colonel-in-Chief, with her multitude of connections to Ma’zals she has served with and obsessiveness towards the Group, will have no choice but to formally align herself with the Crown Princess or be sacked. And to her, the thought of another in charge of the Group — her  Group — is not something she can bear. Her desire to stay away from House politics may also be the reason why, despite tensions between the Strelitz and the Unathi of Dominia, and limitations imposed on said Unathi in the army by her House, the Group still accepts the occasional sinta soldiers within its ranks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner of Economic Development: Izla Caladius&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All states — including empires — are built upon their economies first and foremost. Without a strong economic base to support its wars of conquest the Empire of Dominia would doubtlessly buckle under its own weight and begin to shrink before collapsing, defeated by internal forces rather than external opposition. A position that can only truly be filled by a person addicted to their work, the CCED manages economics through the Empire: everything from taxes to tithes to trade passes across their desk, and is stamped by their hand. The position is regarded as so vital that it has been held by the Caladius since inception and has remained with one family of the house for its entire history, slowly passing from relative to relative through Imperial history.&lt;br /&gt;
&lt;br /&gt;
Born in 2420 to the Montague family of House Caladius, Izla Caladius bears a resemblance to her distant predecessor: Maria Caladius, CCED from 2398 until her unexpected death in an aircraft crash in 2421. Her immediate precursor, Victoria Caladius, perished under similar circumstances in 2445, thrusting the young Izla into the position of chief commissioner alongside her aide, Josephine Caladius — herself quite similar-looking to her relative, Victoria — at the age of twenty-five as a freshly-minted doctor of economic studies. Izla scarcely has a life outside of work and is viewed as something of a reclusive night owl by the rest of the court, with very few daytime appearances ever recorded — a habit which seems to define many CCEDs, which often work atypical hours long into the night.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years as CCED Izla has led the Empire through booms and busts, but has committed it to a steady course intended to ensure the Empire can retain much of its economic and military output even in a disaster scenario where it is embargoed by the entire Spur. Despite this policy she has not shied away from broader trade relations with the rest of the Spur, and is often credited for enticing Zavodskoi to permanently relocate its headquarters to Moroz. Notably, she was a major factor behind the Empire’s decision to stick with Helium-3 refining rather than investing into phoron. With the crisis deepening this policy, criticized in the short term for being unprofitable, is paying dividend hand over fist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner of His Majesty&#039;s Imperial Military: Eliza Volvalaad&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the various cabinet members may hold near absolute power over their respective military branches, it is the Chief Commissioner that directs much of the military’s  efforts from behind the scenes. The chief commissioner is, on paper, intended to exist as the primary director of military research and development. In reality the position — which has been occupied by a Volvalaad since its creation — is used by House Volvalaad to exert influence over Houses Strelitz and Zhao. The research of the Volvalaads is used and valued by all branches of the Imperial Military, but often comes with a price attached, and the cost is typically repaid by carrying out the Volvalaad’s goals abroad.&lt;br /&gt;
&lt;br /&gt;
Born in 2398 to a family long deeply involved in House Volvalaad, Dr. Eliza Volvalaad, PhD. is regarded as one of the Empire’s foremost researchers in the field of laser-based weaponry — much of the military’s laser weaponry currently in use can be traced to her and her Volvalaad-staffed laboratory in Jinxiang on Moroz. Decades of work and research, along with her connections to Houses Zhao and Strelitz, made her an ideal candidate for the position of chief commissioner, which she was appointed to in 2454 in the hope that she would be able to balance the influence of her own house, the Zhaos, and the Strelitz while ensuring the military retained its technological advantage over its neighbors.&lt;br /&gt;
&lt;br /&gt;
In the ten years she has spent as chief commissioner, Dr. Volvalaad has effectively balanced the demands of the Volvalaads alongside the desires of Houses Zhao and Strelitz while ensuring the Imperial Military retained its edge over the frontier systems it must conquer for resources and prestige alike. But despite her best efforts the chief commissioner has not been able to keep pace with the Serene Republic of Elyra’s phoron-backed development sector, and some believe Doctor Volvalaad - now rapidly approaching seventy years of age — will soon retire, leaving the critically important position vacant.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner of Imperial Sovereignty: Antonio Caladius&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Diplomacy — even for the Empire, which has long had sour relations with its neighbors — is key to any modern state. But despite the importance of diplomacy, the role of the Chief Commissioner of Imperial Sovereignty is somewhat limited due to the Empire’s poor reputation abroad, aside from the Republic of Biesel and Jargon Federation. Much of the CCIS’ duties instead relate to maintaining good relations with Zavodskoi Interstellar, which has quickly become one of the Empire’s major employers.&lt;br /&gt;
&lt;br /&gt;
Though a member of House Caladius, Antonio has had close relations with House Volvalaad since his birth in 2412, and often collaborates with Grand Duchess-Electress Landi Volvalaad to push for the demands of both houses abroad. A lifelong liberal Dominian and advocate for a greater Dominian market abroad, Antonio’s ascension to the position of chief commissioner in 2455 was seen by many as a concession by the Emperor to Houses Volvalaad and Caladius.&lt;br /&gt;
&lt;br /&gt;
But despite his high-minded goals of a more liberal, more politically involved Empire, Antonio&#039;s time as chief commissioner has been fraught with disappointment. He has been stymied by the more politically powerful Huiling Zhao and Dorothea-Frieda Strelitz, who favor strength over diplomacy when it applies to the Empire’s frontier, and his efforts to have the Coalition’s embargo formally lifted ended in failure in 2462. Many talk of replacing the often-unsuccessful diplomat, and Antonio worries the Emperor — who now rarely calls upon him — has begun to listen to these detractors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner for Colonial Affairs: Alessandro Amadei&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In a society such as the Empire of Dominia where expansion — for resources, primarily — is a key pillar of its continued ability to survive and thrive, the duty of managing its colonies is one of the most critical in it. Every colonial official found in the Imperial Frontier,from the viceroys in charge of entire planets to lowly Ma’zal bureaucrats, is the responsibility of the Chief Commissioner for Colonial Affairs, the master of the Dominian colonial empire. To be entrusted with such a critical position is to be one of the closest individuals in the Empire to the Emperor, and the current Chief Commissioner has long been a close friend of the royal family.&lt;br /&gt;
&lt;br /&gt;
Born into a family of Morozian bureaucrats in 2426, the young Count Amadei spent much of his youth cavorting with his fellow nobles, including the royal family, and building connections with other Morozian nobles. Wanderlust pulled the young Count into the Imperial Flying Corps where he proved himself an effective — if egotistical — pilot and won multiple accolades for himself, returning to Moroz a decorated veteran. His decorations and connections, particularly to the royal family , led to his ascension to the position of Chief Commissioner for Colonial Affairs in 2456.&lt;br /&gt;
&lt;br /&gt;
Count Amadei, the current Chief Commissioner, is a man of both charisma and controversy: an exceptionally talented administrator, longtime friend of the Emperor, and veteran of the Imperial Flying Corps, Amadei has long been an advocate for both his old Corps and the burgeoning colonial domain that the Empire finds itself ruling. But some in the high society of the Empire gripe at his posting and view him as a mere unaffiliated noble granted privileges solely due to his friendship with the Emperor, and believe they should be represented in the position instead. The Count has long had a poor relationship with House Caladius as a result, and is often known to become involved in spats with Antonio Caladius over the diplomatic repercussions of the Empire’s colonial endeavors. In almost every fight they have, the Emperor sides with Amadei – not Caladius. But as the Emperor ages the Count grows nervous, wondering what will happen to him when he is finally shorn of his greatest protector.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Minister of Unathi Affairs: Kasz Han’san&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Considering the notable Unathi population now in Dominia, and most importantly the fact that the large majority of said population are primaries, the Emperor needed something, or someone, to keep them loyal and in check the moment the Han’san and Kazhkz clans landed. This is certainly not an easy task when speaking of an alien race. From cultural differences to distinct biological characteristics such as diets or sleep cycles, the Empire needed someone who truly understood the Unathi to both represent them efficiently in the Cabinet, and who could then properly communicate to the Sinta of the Empire to coordinate them to the best of their ability and use within the bureaucracy.&lt;br /&gt;
&lt;br /&gt;
Lord Marshal Kasz Han’san, Contact War veteran, once a General under Seryo Kazhkz back on Moghes, and leader of the Han’san clan was chosen for such a role. If the Unathi of the Han’san earned the reputation of being fantastic soldiers, their ability to make charismatic, and at times, cunning leaders is also true, and the old Lord Marshal proves to be both. Though perhaps cautious due to his extensive history of war, he provides some insight on both his people and his political history in maneuvering among a cabinet. In particular, he is often close with Amadei due to the latter&#039;s charisma and knowledge and the former&#039;s interest in the Empire&#039;s political sphere. This spawned from the Unathi&#039;s employment in the outer reaches of the nation&#039;s colonies as shock troopers and enforcement, and as such, Kasz has remained informative and helpful in coordinating with the Chief Commissioner. However, this sometimes puts Kasz at odds with Antonio at times due to his relationship with Amalei, and House Kazhkz&#039;s burgeoning friendship with House Caladius is in an awkward position in the cabinet&#039;s circle as a result. These friendships are something that Kazhkz does his best to maintain in order to stand a chance against all three of the Strelitz within the Cabinet, with which relationships have been tense at best, especially with Dorothea-Frieda.&lt;br /&gt;
&lt;br /&gt;
Despite clan Han&#039;san&#039;s current weakened state after its humiliating defeat against the Fisanduhan Freedom Front, Kasz Han&#039;san remained in the cabinet, most preferring him over the alternative, the much more politically inadequate Salak Kazhkz. The Lord Marshall also managed to prove to be right pick over time for such a role, managing to convince Dominian Unathi to convert to the Tribunal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Grand Admiral of His Imperial Majesty’s Fleet: Huiling Zhao&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
One of the most powerful cabinet positions, the role of Grand Admiral has been filled by a member of House Zhao since its creation. The Grand Admiral holds almost unquestioned authority over His Imperial Majesty’s Fleet — with only the Emperor able to overrule them — and is often regarded as the third most powerful figure in the Empire after the Emperor himself and the Immaculate Hand due to this authority. If the Fleet is both the sword and shield of the modern Empire, the Grand Admiral is the individual who wields both.&lt;br /&gt;
&lt;br /&gt;
Born in 2416, no individual represents House Zhao more than Huiling Zhao. The leader of House Zhao in all but name thanks to her position, Huiling has given her life in service to His Imperial Majesty’s Fleet and now serves as its Grand Admiral following her appointment in 2450. Huiling is a figure beloved in the Empire and often despised abroad, but revels in the infamy her reputation brings.&lt;br /&gt;
&lt;br /&gt;
In her 14 years as Grand Admiral Huiling has seen several systems subjugated by the Fleet and added into the Empire, and has zealously guarded the Empire’s reserves of Helium-3 despite House Caladius’ demands to release parts of the reserve in order to make a larger profit. She has also cultivated a close relationship with the royal family — particularly Lei Keeser — in order to better push a naval agenda. Huiling is confident that, no matter what the Goddess may have in store for her, she will be able to hold onto her position and the power that comes with it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner for Imperial Aviation: Annaliese Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Despite being the youngest of the Imperial Army’s branches, the Imperial Flying Corps have no lack of influence and sponsors due to its status as a club for Morozian nobility. But there is no greater sponsor of the Corps than its commissioner, Annaliese Strelitz. While her aunt — and often rival — Dorothea-Frieda must go through the trouble of managing an entire Army, Annaliese spends the majority of her time cavorting with Morozian nobility and ensuring the Corps maintains their patronage. Much of this fundraising work is done in conjunction with her two allies: Izla Caladius and Alessandro Amadei, who ensure the Corps never lacks for funding — even if the Navy and Army are hardly fans of it at times.&lt;br /&gt;
&lt;br /&gt;
Born in 2423 to a wealthy family long affiliated with House Strelitz, Annaliese was always destined for a life in service to the Empire’s military. But the young Strelitz showed little interest in fighting on the ground and often avoided her cadet courses to pursue flight lessons. Eventually her family conceded and allowed Annaliese to pursue flight full-time, and enrolled her in a cadet course for the Imperial Flying Corps. The young flight officer has used her connections throughout the intervening years to pull the right strings at the right time, eventually ensuring her ascension to the position of Chief Commissioner in 2462.&lt;br /&gt;
&lt;br /&gt;
In her short tenure Annaliese has proven herself to be an exceptional connection-maker for the Corps and an incredible annoyance for Duchess Zhao and Grand Duchess-Electress Strelitz. Annalise spends much of her time boasting of the Corps’ achievements and presenting it as the peak of martial nobility in the Empire. She has effectively drawn sponsors and funding away from the Fleet and Army through this, which gives her military counterparts no end of headaches. Annalise’s attitude — which is infamously narcissistic — has made these headaches far worse.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;High Lord General of His Majesty&#039;s Imperial Army: Dorothea-Frieda Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The most senior leader of the Imperial Army, the High Lord General’s position has been exclusively held by a member of House Strelitz since its inception. The High Lord General’s authority over the Imperial Army is absolute, with only the Emperor able to overturn their decisions. However, the Army’s inability to travel from system to system itself limits this authority and for es a degree of cooperation with the Fleet — something some Strelitz grind their teeth over.&lt;br /&gt;
&lt;br /&gt;
Born into a family with a long history of martial Service in House Strelitz in 2418, Dorothea-Frieda has spent her life in the Imperial Army. While health concerns prevented her from being geneboosted, her strategic brilliance and sufficient grasp of politics has allowed her to become both High Lord General in 2445 and leader of House Strelitz at the same time — a significant achievement that makes her the only cabinet member currently also in command of one of the five great houses. This status makes Dorothea-Frieda a woman of many responsibilities, and she is almost never seen without a throng of aides surrounding her in order to allow her to better respond to any problems that may arise.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years of service as High Lord General Dorothea-Frieda has seen multiple worlds and systems conquered — or at least occupied — by the Empire, with Sun Reach standing as the Army’s most notable recent conquest. She has doggedly tried to stay above politics and has, for the most part, succeeded in this effort. Yet in private corners some whisper that the High Lord General grinds her teeth over the crown princess’ apparent liberalism when it comes to the use of force abroad, and fears the inevitable transfer of power could see the Army lose its importance as the primary instrument of the Empire’s will abroad. But only time will tell if these rumors are true. For now, a very real issue for her might be the tensions with the Chief Minister of Unathi Affairs, Kasz Han’san, who she sees as meddling in affairs that aren’t his own when he tries to better positions for the Unathi of the Imperial army who often find themselves under the authority of an unsympathetic House Strelitz.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;High Seneschal of His Majesty&#039;s Justice: Ngo Juric&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Regarded by many as the most trusted member of the cabinet by the Emperor, the High Seneschal is the primary legal authority of the Empire as it applies to secular law in the Empire’s borders. For better or worse, the High Seneschal must defer to the word of his religious counterparts on matters of the Edicts in the majority of conditions with the exception of violations of the Fourth Edict, where the judiciary takes priority. Navigating this legal environment while advising the Emperor demands an individual who is both unerring in their faith to the throne and able to negotiate with many, many parties.&lt;br /&gt;
&lt;br /&gt;
Fortunately for the Keesers, Ngo Juric, born in 2395 in Nova Luxembourg not far from the palace, is precisely that individual. A friend of the dearly departed Emperor Godwin Keeser and a close associate of the current royal family, Juric has served as the legal councilor for the Keesers for nearly forty years, and has served as Seneschal for almost thirty. A kind and gregarious man, Juric has a reputation for being liked by all he speaks to — including the infamously stone-hearted Inquisitrix of the Holy Tribunal — and is well regarded by all five of the great houses.&lt;br /&gt;
&lt;br /&gt;
But despite his friendly reputation, the High Seneschal is anything but a pushover. His thirty years of service have seen the absolute rule of the royal family set even further into stone, and his legal expertise has led to the Empire ensuring its dealings with Zavodskoi Interstellar are favorable to both parties rather than tipped in the megacorporation’s favor. But Juric is an old man — older than his dear friend, Emperor Boleslaw Keeser, by almost a decade — and many believe the High Seneschal will soon retire, living out the rest of his days content that he served faithfully and firmly – content in the knowledge he left the Empire in a better place than it was thirty years ago.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Director of His Majesty&#039;s Imperial Intelligence Directorate: Alojzia Molnarova&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Power is all too often a fickle, fleeting thing that tempts many and is granted to very few. While House Keeser commands the respect of many in the Empire, from Primary to Ma’zal, there are always those that will seek to rise above their station through ungentlemanly means and subterfuge. The Imperial Intelligence Directorate has long served as a bulwark against such ungoddessly individuals, and its Director is often regarded as one of the most important individuals in the Imperial Cabinet as a result. Since the ascension of Emperor Boleslaw Keeser I in 2437, the position of Director has been held by Baronet Alojzia Molnarova, the only commoner to hold a position in the Imperial Cabinet and a close personal friend of the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2408 to a family of commoners awarded a Baronet during the War of Moroz, little is known of Alojzia’s personal life beyond her current duties. Few photographs exist of the camera-shy Director, and rumors regarding her past — and that of the Molnarov family — abound. Some rumors go as far as to suggest that the Molnarovs are of Fisanduhian descent, or that Alojzia is not a member of the Moroz Holy Tribunal herself. Such rumors have never been formally acknowledged by the Director or her Directorate, but many that promote them publicly are shortly thereafter revealed to be shell infilitators hellbent on destroying the Empire and all that it stands for. They are, of course, promptly executed after their discovery.&lt;br /&gt;
&lt;br /&gt;
As Director, Molnarova has seen that the Directorate has been constantly improved and modernized in order to keep pace with the growing regional threats the Empire faces — Elyra and the Coalition — while ensuring that it is never vulnerable to internal enemies. No price is too great to pay in order to ensure the Empire’s stability, and the Directorate has been accused by many that flee the Empire of employing draconian methods — often alongside the Imperial Army — to crush dissent in the Imperial Frontier. But these rumors are difficult to substantiate, as the Directorate — and its enigmatic Director — are consistently tight-lipped. When her close friend and Emperor dies, none are sure what will become of Director Molnarova. None aside from the Director herself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPENLY ACTIVE IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY NOT BE PLAYED IN-GAME. UNDERCOVER IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY ONLY BE PLAYED AS CONSULARS.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Theodora Gottlieb, High Inquisitrix of the Holy Tribunal&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the High Seneschal and Director concern themselves with the laws and behaviors of humanity, the Holy Tribunal concerns itself with those that break higher, greater principles: the Edicts laid out by the Goddess to Her faithful to follow and obey. The ultimate adjudicator of Her Edicts is none other than the Tribunal’s High Inquisitrix: a woman born with the rare gift to hear and interpret Her words who had been forged into a leader through the crucible of the Holy Tribunal. The High Inquisitrix possesses unquestioned authority over matters of religious law — only the Immaculate Hand, the leader of the Holy Tribunal, or the Emperor himself may overturn one of her decisions.&lt;br /&gt;
&lt;br /&gt;
Born in 2431 to a noble family of little renown outside of Nova Luxembourg, Theodora’s path to High Inquisitrix was not clear to her or her family until she revealed herself able to commune with the Goddess and interpret Her words shortly before her eighth birthday. The following twelve years were spent training in the Holy Tribunal in order to ascend to the position of Inquisitrix — one of the Tribunal’s religious officials responsible for carrying out the Goddess’ will by returning edict breakers from abroad — at the age of twenty. As an inquisitrix Gottlieb was responsible for many things, though her primary duty quickly became apparent: tracking down edict breakers and ensuring they were returned to the Empire alive, to face Her justice. Following a decade of service she was recommended for the position of High Inquisitrix, which she accepted in 2461.&lt;br /&gt;
&lt;br /&gt;
In her three years as High Inqusitrix, Gottlieb has spent much of her time interpreting Her words for the Emperor in addition to her typical duties as High Inquisitrix. High-profile trials and public events — often alongside the Immaculate Hand, her immediate supervisor and one of two individuals Gottlieb must answer to alongside the Emperor — are commonplace, and something the High Inquisitrix excels at. But a part of Gottlieb wishes to return to what she was trained to do: tracking down edict breakers and bringing them to face the Goddess’ justice, no matter where they attempt to hide themselves. But for now her duty is clear: to remain in her lofty position as long as She wills it, and to carry out Her work with all the High Inquisitrix does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Agnes Caladius, Immaculate Hand of Our Lady the Goddess&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Empire’s state is not complete without the Holy Tribunal, which interprets Her will and applies it to the imperfect world of humanity. In the Tribunal there is no authority holier — or higher — than that of its leader, the Immaculate Hand of Our Lady the Goddess. Elected for life by a convocation of priests and priestesses, the Immaculate Hand is regarded as the highest authority on religious matters in the Empire due to their mastery of scripture. Though primarily intended as a religious advisor on the council, the Immaculate Hand’s religious authority arguably makes her the second most powerful person in the Empire after the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2386 to a family long involved in House Caladius, Agnes’ path to the position of Immaculate Hand was anything but clear due to her inability to receive the gift of communion from birth. Though no fault of her own, her lack of this gift prevented the young theologian from joining the ranks of the Inquisitrix as she originally desired, and Agnes instead committed herself to the study of the Goddess and Her words. The young woman proved herself to be a dedicated — if conservative — theologian and a gifted orator, and quickly rose through the ranks of the Tribunal. In 2432, following the death of her predecessor, Agnes was elected Immaculate Hand, the supreme religious authority of the Holy Tribunal.&lt;br /&gt;
&lt;br /&gt;
In her three decades as Immaculate Hand, Agnes has charted a steady course through a quickly-changing Spur. Her reign has seen the addition of the Tenth Edict, codifying the Tribunal’s opinion on augmentations, and generally good relations between the Emperor and both major schools of Tribunalist thought. Additionally she has formally consecrated the largest Tribunalist cathedral abroad, which is located in Mendell City and serves many Dominians employed by Zavodskoi and has worked with the High Inquisitrix to ensure no edict breaker escapes Her justice. But despite her successes the Immaculate Hand grows older each day, and is known to have a poor relationship with the crown princess. What the future holds for her, only the Goddess knows.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Houses===&lt;br /&gt;
&lt;br /&gt;
A moniker for the five most prominent Houses in the Empire, these families are the most powerful political and economic influencers in the Empire. They currently consist of:&lt;br /&gt;
&lt;br /&gt;
* House Volvalaad - House Colors: Blue, Black - A Human-dominated house. This house&#039;s wealth is in genetics and biological research. Of all the Great Houses, it is the biggest supporter of integration into the wider galactic community.&lt;br /&gt;
* House Caladius - House Colors: Purple Shades - A Human-dominated house. This house&#039;s power lies in its money lending and banking, alongside its many land holdings for which it receives a breathtaking sum in rent money. They also control a large amount of the Moroz Holy Tribunal.&lt;br /&gt;
* House Zhao - House Colors: White, Gray - A Human-dominated house. The power of this great house sits in engineering and its numerous naval contacts. It dominates the navy of the Empire of Dominia, with other houses constituting minor portions of the fleets.&lt;br /&gt;
* House Strelitz - House Colors: Gold and Red - A venerable Human house. Largely a military and martial power, it provides most of the Imperial Army’s officers and equipment. It is also the origin of Dominian honor as it is known today.&lt;br /&gt;
&lt;br /&gt;
===The Imperial Electors===&lt;br /&gt;
&lt;br /&gt;
The five great houses form the only voting group in the Empire of Dominia, the Imperial Council of Electors. These five individuals, leaders of their respective houses, are expected to meet with the Emperor - or Empress - to discuss and pass legislation impacting the entire Empire. Debates amongst the electors can become extremely heated and can be roughly divided along reformist and conservative lines. The reformists - those that seek a more liberal and widely integrated Empire - are led by the Volvalaads with support from House Caladius’ pro-trade faction. The conservatives - those that believe the Empire is fine as it stands and does not need further integration - are headed by the Kazhkz with support from much of House Caladius’ clergy. Houses Zhao and Strelitz, being more militarily-minded, tend to flip-flop on issues depending on Imperial security interests. The Emperor rarely steps into debates himself but, when he does, he is often able to easily shift the argument in his favor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The Peerage, Noble Orders, and Titles===&lt;br /&gt;
The Imperial nobility is defined and sorted in prominence by their peerages alongside a complex mixture of noble orders and titles, many of which can trace their origins back to the era before the modern Empire. The Empire’s nobility is well-respected in its core worlds and is regarded as the peak of polite Dominian society. Below is a list of some common titles found in the Empire of Dominia, ordered from highest to lowest in the Empire’s peerage. This should be used as a general guide for the Empire’s nobility.&lt;br /&gt;
&lt;br /&gt;
Land-owning nobility going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&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;Royal Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Emperor/Empress: The unquestioned ruler of the Empire of Dominia. This title can also refer to the spouse of an Emperor or Emperess.&lt;br /&gt;
* Crown Prince/Princess: The heir apparent to the throne of the Empire of Dominia, next in line for the Imperial succession. The current heir apparent is Crown Princess Priscilla Keeser.&lt;br /&gt;
* Prince/Princess: Children of the current Emperor that are not the heir apparent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Noble Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Grand Duke/Duchess: The leaders of the Empire’s great houses.&lt;br /&gt;
* Grand Consul: The leader of House Caladius. Unlike a Grand Duke, this position is elected by members of its own great house.&lt;br /&gt;
* Governor: The rule of an Imperial March, one of the Empire’s core worlds. Governorship is not inherited and is instead granted by the Emperor.&lt;br /&gt;
* Marquess/Marchioness: The ruler of one of the systems on the border between the Imperial Core and Imperial Frontier, such as Novi Jadran. Appointed by the Emperor.&lt;br /&gt;
* Viceroy: Ruler of an Imperial Viceroyalty, a colony in the Imperial Frontier. Viceroys are appointed by the Emperor rather than inheriting their title.&lt;br /&gt;
* Duke/Duchess: The immediate subordinates of a governor or viceroy that are responsible for managing regions of a planet. This title is bestowed by a Governor and is not hereditary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Noble Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Count/Countess: The hereditary ruler of an Imperial province and subordinate to a Duke. Counts can also be the administrators of Imperial military bases, though these Counts are not hereditary. Military Counts retain their title, but not their county, after their posting.&lt;br /&gt;
* Viscount/Viscountess: The ruler of a subdivision of an Imperial province, subordinates of the province’s Count. A hereditary position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Nobles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baron/Baroness: The hereditary ruler of a barony, a small plot of land that has been declared the domain of a family in exchange for their loyalty to the Emperor. Typically answer to a Count or Duke.&lt;br /&gt;
* Lord/Lady: A generic title used to refer to a landless noble lacking other honorifics, such as the children of a noble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baronet: A gender-neutral, landless hereditary title granted by the Emperor or a Governor to a notable commoner family, granting them the status of Primary in the Empire. Often the first step to becoming fully ennobled.&lt;br /&gt;
* Imperial Knight/Dame/Chevalier: A title granted to members of a sanctioned Imperial Order of the Empire such as the Order of the Golden Albatross or The Order of the Broken Mountains. Bequeathed to Primaries, Secondaries, and sufficiently Morozian Ma’zals such as the nobles of Novi Jadran. Holders of the title are not considered nobility through knighthood alone but hold rights and privileges that place them above an untitled Secondary. Whilst regular knights are free to go aboard, those who have achieved significant rank within an Order are expected to remain within the Empire and leaving would see their knighthood stripped from them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==History==&lt;br /&gt;
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===Initial Colonization===&lt;br /&gt;
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The original settlers of the planet of Moroz arrived and founded the city of Nova Luxembourg in July of 2137 within the Mira Sancta System, so named after a belief that the planet would be a bountiful new frontier for humanity. The settlers had been primarily recruited from Europe and East Asia, promised a fertile new home in the deep frontier of human space as many were during this era of colonization. However, these settlers were going farther than any human colonists had gone before. The three colony ships were equipped with a new generation of warp engines that made the trip only take three years and they had been told by their sponsors that terraforming efforts had transformed three barren worlds into utopian paradises to surpass Earth itself.&lt;br /&gt;
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But as the settlers stepped out onto their new home, they found the planet almost entirely frozen. What terraforming equipment had been there had been abandoned for years— the failing states of Earth had effectively sent tens of thousands of people off without making sure they had a home to arrive to. Their mission was not an official United Nations-sanctioned effort, but a disjointed effort between scattered, failing states. Only three years after they landed the United Nations had even ceased to exist - transformed into the Sol Alliance. In the transition red tape and chaotic bureaucracy consumed everything and old data was lost or neglected, including records of the Morozi colonial effort. And with the colonists&#039; warp-based transponder signals broadcasting on phased out frequencies that no longer existed within Sol, Moroz was cut off with no hope of resupply or escape. With no other option, they brought their colony ship to touch down on the planet&#039;s surface.&lt;br /&gt;
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The initial colonists of Dominia arrived in three separate areas, as per the original flight plans of their colony ships. Landing Site Fisanduh was located in &amp;quot;temperate&amp;quot; plains to be utilized for farming that was surrounded by mineral-rich mountain ranges, intended to become the industrial base of the colony— unfortunately for the colonists, the landing zone and its surrounding area were discovered to be quite cold. Landing Site Ofassel was located in the most &amp;quot;fertile&amp;quot; area of Moroz, a relatively temperate region of the planet. Intended to be the &amp;quot;breadbasket&amp;quot; of the planet, the colonists of this landing site viewed themselves as blessed with good fortune compared to their fellows. Landing Site Telminia was located near flat, fertile plains intended to serve as the primary launch point for shuttles coming on and off of the planet. Exacerbating the issues of the colonists upon landing was the failure of their local warp-based transponders, meaning that the three landing sites developed isolated of one another for some time.&lt;br /&gt;
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===The Forgotten Colony===&lt;br /&gt;
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After landing, all three colony ships were unable to relaunch due to a lack of fuel. In this harsh environment, the colonists quickly learned how to adapt and overcome through a variety of means. Some overcame through unity, while others tried more radical methods.&lt;br /&gt;
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At Landing Site Fisanduh, the name of the mountainous region in which they had settled, the colonists managed to quickly adapt to their harsh circumstances. They unloaded crate after crate of heavy equipment originally intended for mining and industrial work, managing to establish the respectable city of Neubach in the foothills of the Fisanduh Mountains. The colonists of Fisanduh opted to unify as a whole to conquer their harsh environment and managed to avoid the radical measures undertaken by other landing sites due to the strength of their unity. As the area around Landing Site Fisanduh expanded, and it became clear that the original colonial staff would no longer be able to manage it all, the Confederated States of Fisanduh were formed. To the members of the Confederacy, there was no such thing as a Primary, Secondary, or Tertiary - there were simply Confederates. To the members of other states, however, the population of the Confederated States is primarily Secondaries, due to the lack of a colonial rationing program or nobility.&lt;br /&gt;
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At Landing Site Ofassel the colonists were more religious than their fellows, being primarily recruited from Eastern Orthodox populations. When faced with the hardship they relied on their faiths to guide them through the harsh initial years of the colonial process, and the clergy quickly became a wealthier and better-fed class than their contemporaries. The religious class of Ofassel was taller, stronger, and more educated than their fellows that worked in the agricultural industry and quickly began co-opting control of the landing site from the small staff of colonial administrators sent along with the ship. It was not until an administrator, a senior official named Valentia Caladius, proposed an alliance with the clergy that the settlement truly began to prosper. The start of the Holy Kingdom of Domelkos grew out of this political alliance, as did House Caladius. The importance of the religious leaders to the Holy Kingdom led to a great amount of emphasis being placed on them, with many referring to them as the &amp;quot;first and most important citizens&amp;quot; of the Holy Kingdom. Over time, this would simply be shortened to &amp;quot;Primaries.&amp;quot;&lt;br /&gt;
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At Landing Site Telminia, two families rapidly came to prominence: the Zhao family, a group of engineers involved in ensuring that the engines that powered their capital of Nova Luxembourg kept running, and the Volvalaad family, a group of scientists responsible for the genetic engineering of crops and livestock to prevent the starvation of the colony. The two families would eventually rapidly expand their capabilities and power, with the Zhaos becoming prominent engineers and the Volvalaads moving into human genetic manipulation. They would also, through a combination of their power and manipulation of the colonial bureaucracy, turn the landing site into a monarchy controlled by the two families - now referred to as House Zhao and House Volvalaad. Eventually, they would refer to themselves as the Imperial Alliance of Zhao and Volvalaad. Or, more simply, the Imperial Alliance of Telminia. The engineers of House Zhao were lucky to create a working long-range radio system shortly after landing, which put them into contact with the fledgling Holy Kingdom of Domelkos. The religion of the Holy Kingdom spread to the Imperial Alliance as the two groups grew closely together due to their similar systems of government and similar state of quasi-castes. The nobility of the Imperial Alliance was, like their contemporaries in House Caladius and the Holy Kingdom&#039;s clergy, generally taller and stronger than their commoner counterparts due to a better diet. The caste system of the Imperial Alliance was further reinforced by a primitive version of the later blood debt, in which those living under the control of a noble paid them in service or goods to reside on it.&lt;br /&gt;
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By 2300 these three groups had grown significantly from their original sizes. The Confederated States had expanded to become a major industrial powerhouse in the Fisanduh Mountains and area around them, but remained behind their mountain ranges aside from the occasional expedition due to the hostile attitude of the Holy Kingdom, occupying western areas surrounding the mountain range— and Imperial Alliance— occupying the eastern regions surrounding the mountain range. Due to the differences between the Confederacy and the Holy Kingdom-Imperial Alliance coalition, conflict was inevitable at some point. It would come in 2355 when the Imperial Alliance and the Holy Kingdom gave the Confederated States an ultimatum: bend the knee and come into the fold as a unified Moroz, or resist and be annihilated. The democratic Confederated States opted to resist, and the bloodiest war in the planet’s history began.&lt;br /&gt;
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===The War of Moroz===&lt;br /&gt;
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Lasting almost a full century, the &amp;quot;Holy Crusade to Unite Moroz&amp;quot; as it is called in the Empire of Dominia (the Confederacy refers to it as the &amp;quot;War for Liberty&amp;quot;) economically and militarily devastated the planet. While the war began with victories for the Coalition outside of the Fisanduh Mountains, it became a stalemate when the mountain range was reached by Coalition forces. The Fisanduhian Army had fortified the passes through the mountains and was not willing to give territory. The full might of the Confederated State&#039;s industrial economy was used to defend its harsh mountainous environments while the Coalition turned its biological prowess towards breaking the stalemate. The foundation of the modern geneboosted Primaries originated from this effort to produce more effective soldiers.&lt;br /&gt;
While the Coalition tried their best to break through, they could not. There were breaks in the warring, but they were only temporary ceasefires - simply interludes in what the Coalition viewed as a holy war and the Confederated States viewed as a war for its existence.  But in 2384, after decades of war, the balance of power shifted dramatically.&lt;br /&gt;
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===2356 - Contact with the Wider Spur===&lt;br /&gt;
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During the initial months of the War of Moroz, in the hectic mass of radio communications between the two sides, a long-range radio station in Jinxiang picked up an unusual signal in an odd dialect of what they assumed was Vulgae Morozi. None in the station could tell what the communications were, and a House Strelitz codebreaker was summoned in an effort to break what the station assumed was a Fisanduhian cypher. The codebreaker, while unable to decipher the language, summoned a linguist who deciphered the communication and discovered the truth of the message.&lt;br /&gt;
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The message was a communication from the Solarian Alliance to a survey ship involved in the Warp Gate Project, and had been sent at least a year prior. The message itself was an order to inquire as to the status of Sun Reach, a planet then unknown on Moroz. While not directed at the Morozians, this was the first time they had discovered other humans remained in the Spur. A message was sent in response and the Alliance acknowledged it, and confirmed they did not intend to interfere in Morozian affairs. It was a tremendous day, and 18 December remains widely celebrated throughout the Empire as the day the broader Spur was recontacted.&lt;br /&gt;
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===2384-86 - The Collapse of Fisanduh===&lt;br /&gt;
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In late 2384 the Imperial Alliance and the Holy Kingdom made a desperate move. House Zhao was confident in its ability to launch a functional spaceship fleet after decades of research alongside House Volvalaad with the aim of flanking the Fisanduhian lines and deploying elite geneboosted commandos of House Strelitz to destroy the Fisanduhians from the inside. An infantry captain from the Imperial Alliance, Wilhelm Strelitz, was chosen for his exceptional faith in the Morozian Holy Tribunal and leadership abilities. As Captain Strelitz and his crew launched, they were firm in their faith that they would aid them. As the ships took off with their troop compartments full of crack Strelitz troops, all aboard prayed that this would be the end of the bloody war. In the Imperial Palace, the Emperor himself is said to have prayed for the success of the mission.&lt;br /&gt;
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The Confederated States were not prepared for an orbital assault by the commando units on all their major cities, including their capital of Neubach, with their lines collapsing as Imperial Army troops surged across the borders. By early 2384 the government of Fisanduh had collapsed, but never signed surrender terms to the war, instead opting to enact &amp;quot;Plan SCRAM&amp;quot; and start an insurgency. The last Prime Minister of the Confederated States, Helga Kesselring, shot herself while draped in the standard of the States rather than be taken prisoner. No fully intact copy of Plan SCRAM has ever been recovered from Moroz due to the Confederated States&#039; efforts to destroy sensitive documents in the final hours of its existence as an official government - the only recovered parts of it are a two-page section: a title page reading &amp;quot;PLAN SCRAM&amp;quot; and a second page reading &amp;quot;DESTROY ALL INFORMATION PAST THIS PAGE AFTER READING.&amp;quot; By 2386 the entire region was declared secure.&lt;br /&gt;
With the reunification finally completed at long last, the Imperial Alliance and the Holy Kingdom joined hands with the formation of the Empire of Dominia and the coronation of Godwin Keeser, the ruler of the Imperial Alliance, as the first Emperor of Dominia. The years that followed his coronation on the 29th of June, 2385, would be a time of great change for Moroz.&lt;br /&gt;
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===2385 - The Early Empire===&lt;br /&gt;
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The first true Emperor of Dominia, Godwin Keeser reigned from 2385 until his death from old age in 2437. During his rule the newly-formed Empire of Dominia would go from a minor power to a regional force on the level of the nearby Republic of Elyra. Domestically, Emperor Godwin was faced with repeated issues in Fisanduh as the Empire attempted to bring it under control while expanding abroad. Ultimately the 2402-03 Navy Day Uprising, which saw the Empire lose control over Inner Fisanduh, would prove to be the greatest failure of his reign.&lt;br /&gt;
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Under Godwin’s reign the Empire flourished and its modern institutions began to take shape. He formalized the Imperial military’s structure, much of its colonial bureaucracy, its use of privateers, and the primacy of Morozians over the Empire. Emperor Godwin, while never managing to establish formal relations, did establish ties to the Southern Reaches of the Solarian Alliance and the then-Solarian system of Tau Ceti. When he passed from the material world into Her loving embrace in 2437, he left behind a nation which — while unable to directly challenge the Coalition of Colonies — was a regional power capable of elbowing its way into the broader Spur. His eldest son, Boleslaw Keeser, was left to rule over a significantly more stable and powerful state than the Imperial Alliance his father had inherited.&lt;br /&gt;
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===22 July 2437 - Emperor Boleslaw’s Coronation===&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
As Emperor Godwin departed into the loving arms of the Goddess on 18 July, 2437, plans had already been made to crown his eldest son as the new Emperor of Dominia. The new Emperor’s coronation in Nova Luxembourg was the first such ceremony viewed by the wider Spur, and was attended by representatives from various Solarian systems, some Coalition member states, Elyran diplomats, and others. Following three days of national mourning the Immaculate Hand placed the Imperial crown upon Boleslaw Keeser’s head, and the second ruler of the vastly expanded Empire was born, with its domain now stretching from Nova Luxembourg to Sun Reach.&lt;br /&gt;
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===2437 - The Modern Empire===&lt;br /&gt;
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Under Emperor Boleslaw’s reign the Empire has continued to prosper, though many view the current Emperor as not having surpassed his father. His reign has seen the addition of a new — yet controversial — great house in 2440 with the arrival of House Kazkhz, further improvements to Morozian infrastructure, and more cooperation with the broader Spur. Notably, NanoTrasen established formal business relations with the Empire in 2452 while Zavodskoi Interstellar did so in 2441. The Empire was one of the first stellar nations to recognize the newly-independent Republic of Biesel and has had a cooperative relationship with it ever since.&lt;br /&gt;
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Boleslaw’s reign has seen more conflict with the broader Spur than his father’s, particularly with the nearby Republic of Elyra, and has brought the Empire into worse relations with the Coalition of Colonies through expansions of its privateering and aggressive use of the Imperial Fleet against unaligned frontier worlds near the Empire to annex them. Military expansions throughout his reign have seen the Empire’s continued expansion toward the territories formerly controlled by the Alliance, where it repurposes Solarian hegemonic era structures for its own resource extraction needs. Some in the Empire call this an unsustainable expansion which will inevitably draw it into conflict with the wider Spur, but none can deny the resources brought by its expansion aid its continued growth. Internally, Inner Fisanduh remains an issue and many of the great houses are rumored to look poorly upon House Kazkhz for their recent arrival and Emperor Boleslaw’s favor of them.&lt;br /&gt;
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In the 2460s, with the shadow of the phoron crisis beginning to fade, Emperor Boleslaw continues to reign, but he is increasingly elderly and infirm. As more and more of his duties are taken over by the heir apparent, Crown Princess Priscilla, the Empire looks towards the future with trepidation. Priscilla, when she ascends, is anticipated to be more liberal than her father, and none can anticipate what this outlook will bring to the issues currently facing it.&lt;br /&gt;
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==Dominian Society==&lt;br /&gt;
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===Primaries===&lt;br /&gt;
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The Primaries are the noble and liturgical classes of the Dominian Empire&#039;s humans, though the noble class of Dominia often sees Secondaries adopted into it. Due to centuries of eating better than their commoner and lay counterparts, Primaries are physically larger and more imposing than their Secondary cousins. Secondaries that are elevated to nobility, though still primaries, tend to be slightly shorter than older families. Dominians (or Morozians, if you are from the former Confederated States) of this social class are not typically found in Fisanduh due to its lack of nobility and can reach heights of six feet in both genders. &lt;br /&gt;
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Land-owning Primaries going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 6&#039;5&amp;quot;. The older a noble lineage, the taller they will be on average. &lt;br /&gt;
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&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;4&amp;quot; - 6&#039;3&amp;quot;. The older a noble lineage, the taller they will be on average.&lt;br /&gt;
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===Secondaries===&lt;br /&gt;
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Secondaries are the commoners and laypeople of Moroz, those on the planet lacking noble titles or liturgical positions. Exceptional Secondaries are often ennobled, becoming Primaries. They make up the bulk of Moroz&#039;s population but are the second-most populous group overall in the Empire after Ma&#039;zals. Secondaries as a whole tend to be smaller than Primaries (though there are exceptions) and represent a more diverse social class than the Primaries do, but are a part of the same Morozian ethnic and cultural group. The key difference between the two classes is the presence of a noble title. In the Empire proper, Secondaries form the core of the Moroz Holy Tribunal and Imperial society as a whole. Within the former Confederated States, Secondaries are instead referred to as &amp;quot;Morozians.&amp;quot;&lt;br /&gt;
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The Empire’s Unathi population are considered Secondaries. Though individually their means and life conditions are generally slightly inferior to their Human counterpart, they make up for it by relying on each other as a clan, with funds kept in reserve by the clan to assist with various needs and issues.&lt;br /&gt;
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&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;1&amp;quot; - 5&#039;4&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039;  6&#039;0&amp;quot; - 7&#039;0&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;9&amp;quot; - 6&#039;8”&lt;br /&gt;
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===Ma&#039;zals===&lt;br /&gt;
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A blanket term used to refer to those citizens— or subjects— of the Empire that are not from Moroz, Ma&#039;zals represent the Empire&#039;s underclass. They are an extremely diverse group that tends to be generally rebellious, and resistant to Imperial control. Those that do opt to side with the Empire have either been integrated into the Empire&#039;s colonial system or are turncoats. Ma&#039;zals also form a large population in the Coalition of Colonies, as they often flee from the Empire through whatever means are available. Ma&#039;zals form the backbone of the [[Dominian Imperial Military]] and can rise to great heights in the Imperial Army, though the majority never rise beyond the most junior officer ranks.&lt;br /&gt;
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Ma’zals, while diverse, can be divided into three distinct groups that the Empire of Dominia keeps track of. The largest of these groups are the &#039;&#039;&#039;“regular” Ma’zals&#039;&#039;&#039; of the Empire that have yet to fully accept Imperial rule. These Ma’zals are generally found on recently conquered planets and tend to be the most resistant to Imperial control, with violent resistance not being uncommon. No matter how much the Empire tries there are always those that continue to resist even after most have accepted their status as Imperial subjects, and House Strelitz often becomes involved in counter-insurgency warfare on Imperial colonies. However, in due time, these Ma’zals will eventually bend the knee to Imperial rule; in part due to the next, and smallest, category of Ma’zal.&lt;br /&gt;
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The so-called &#039;&#039;&#039;&amp;quot;Elevated Ma’zal,”&#039;&#039;&#039; is an unusual and often misunderstood figure both inside and outside of the Empire of Dominia. Originally an “invention,” of House Caladius, the men and women that make up this category of Ma’zals are trained to serve as bureaucrats in the massive bureaucracy of the Empire of Dominia. This has quite a few advantages as the Elevated Ma’zals know the planet, understand the local language and customs and can be utilized as a friendly face for the Empire’s control of the planet. Sometimes referred to as the “nobility of the Imperial frontier,” Elevated Ma’zals will often— with blessings from House Caladius of course— form their own noble houses and orders, assuming they are not integrated into House Caladius. These frontier houses are generally always affiliated with House Caladius, and have proven to be a valuable ally of their merchants.&lt;br /&gt;
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The final category of Ma’zals are those that have accepted Imperial rule and now live as full citizens of the Empire. The &#039;&#039;&#039;“Integrated Ma’zals,”&#039;&#039;&#039; of the Empire make up a smaller portion of the total Ma’zal population than their non-integrated counterparts but possess a greater amount of economic power than their rebellious counterparts and are, though not fully Morozian, considered to be loyal subjects of the Emperor and Goddess alike. The loyalty of some Integrated Ma’zals is so great that many are often awarded the prestigious title of Honourary Morozian, also referred to as “Morozian beyond the void,” in some areas, which represents that they have demonstrated a very high level of commitment to the Empire. Such an award is accompanied by immediate ennobling with the great house that recommended the award be bestowed.&lt;br /&gt;
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===Geneboosting===&lt;br /&gt;
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A technique dating back centuries, geneboosting is descended from colonial efforts to genetically engineer species adapted to the harsh Morozian climate. Geneboosting was originally used on humans by the Volvalaads at the behest of House Strelitz with the intent of improving the Imperial Army&#039;s officer corps before being adopted by House Volvalaad as a way to create a better class of nobility. Geneboosting is done during the fetal development stage. It greatly enhances the natural genetic structure of the patient, removing flaws and emphasizing strengths. &#039;&#039;&#039;This form of genetic modification is limited to the nobility due to the high cost and status associated with it&#039;&#039;&#039;. The effects lead to enhanced attributes and appearances: those geneboosted are stronger, faster, more able, and much longer-lived than their non-geneboosted counterparts. Geneboosted playable species tend to be slightly taller than average, with humans becoming as tall as 6&#039;8&amp;quot; (2.03m) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to being prohibitively expensive. Talks with Zeng-Hu to improve upon Dominia&#039;s pre-existing gene boosting techniques have not yielded results.&lt;br /&gt;
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===Dominian Heads of Staff===&lt;br /&gt;
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As a result of the Empire&#039;s fanatical outlook on certain issues such as synthetic life and edict breakers, Dominian heads of staff are fairly rare aboard Stellar Corporate Conglomerate facilities such as the SCCV Horizon. Those that do pass through the requirements needed to become a head of staff are typically considered to be liberals (or, rarely, reformists) in the Empire and typically belong to or are affiliated with a Great House, with House Volvalaad having the greatest representation abroad and House Caladius following closely behind. Nevertheless, they must still go through a great amount of orientation in order to adapt to life aboard such a cosmopolitan vessel.&lt;br /&gt;
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Dominians that are elevated to a leadership position within the Conglomerate are regarded to be the best and brightest of the Empire by the cartel and are highly-regarded by the for their professionalism and honor despite some difficulties in working with IPCs and other forms of synthetic life. Please note that playing a Dominian head of staff is not an excuse to make a player&#039;s round miserable just because they&#039;re a synthetic.&lt;br /&gt;
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==Languages==&lt;br /&gt;
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The Empire is a multilingual society divided between High Morozi, a Tradeband dialect, and Vulgar Morozi, a Sol Common dialect, along with various Unathi dialects, such as Sinta’Azaziba, and Freespeak. Which of these languages one speaks are generally determined by one’s class and planet of birth. Among the Primary aristocracy and natives of the Imperial Core High Morozi is often the first, and primary, language, with Tau Ceti Basic and Vulgar Morozi fluency viewed as the sign of a good upbringing and education. Primaries who do not speak Vulgar Morozi are extremely uncommon, and those who do not speak the language are generally looked upon poorly by their peers. Many Secondaries speak Vulgar Morozi as their first language, though this varies from family to family.&lt;br /&gt;
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As one travels further from the Imperial Core, High Morozi begins to rapidly disappear as a first language and is replaced with its Vuglar counterpart, or with Freespeak. Often pejoratively known as “Gutter,” or “Rebel-Speak,” by Dominians the language is associated with the uncivilized frontier. Speaking Freespeak, even if one has knowledge of the language, is considered to be a major faux pas.&lt;br /&gt;
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==Synth Relations==&lt;br /&gt;
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&#039;&#039;&#039;CHARACTERS ABOARD THE HORIZON HOLDING DOMINIAN CITIZENSHIP WHO ARE DISCOVERED BY THE DOMINIAN GOVERNMENT TO BE INVOLVED IN ANY KIND OF INTIMATE RELATIONSHIP WITH AN IPC MAY BE EXTRADITED TO DOMINIA TO FACE PUNISHMENT FOR BREAKING THE FIFTH EDICT AND FOR DEGRADING THE IMAGE OF THE EMPIRE ABROAD. EXTRADITED CHARACTERS WILL NO LONGER BE PLAYABLE ABOARD THE HORIZON AND MAY BE SUBJECT TO THE PUNISHMENTS OF LIFE IMPRISONMENT, PERMANENT EXILE, OR DEATH.&#039;&#039;&#039;&lt;br /&gt;
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Dominian hatred of synthetic life stems from its deep faith in the Holy Tribunal and all positronics are sought out and destroyed upon entering Dominia space. To Dominians, higher level Synthetic life like self-aware AI and IPCs are ontologically evil. Interestingly, to observers, there seems to be a disproportionately high number of shell IPCs present in the sector compared to those beliefs. Rumors that Emperor Boleslaw Keeser declares political rivals untagged shells before black bagging them have been vehemently denied by the Empire.&lt;br /&gt;
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Imperial citizens working abroad in human space often interact with synthetics. In foreign lands, Dominians are expected to maintain some degree of tolerance in the presence of synthetics, abomination though they may be, in order to continue being permitted to work in these environments. While robots, or synthetics without a positronic brain or similar, are not objectionable to the Tribunal, citizens who refused to work alongside AI or IPCs would soon find themselves out of work and are expected to cooperate with these entities when their occupation demands it.&lt;br /&gt;
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==Dominian Extradition==&lt;br /&gt;
While the Empire&#039;s subjects may live and work outside of its borders, they are still expected to uphold the Empire&#039;s reputation abroad. This includes acting in a way that would not embarrass or otherwise be an affront to Dominia or its interests. Should a Dominian citizen abroad be caught perpetrating either of these acts, they may be investigated by His Majesty&#039;s Imperial Diplomatic Service and extradited by local authorities back to Dominia in order to receive the proper punishment from a Dominian court. For purposes of Dominian characters living and working aboard the SCCV Horizon, the information relevant to this procedure is detailed below.&lt;br /&gt;
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The Empire of Dominia has an extradition treaty with the Republic of Biesel. It can exercise this treaty to hold investigations pertaining to the conduct of Dominian subjects inhabiting Biesellite space and extradite them back to Imperial space if a breach of an Imperial Edict or other behavior which may besmirch the Empire&#039;s reputation abroad is found. Extraditions and investigations may only be conducted at the request of a consular or if a Dominian character&#039;s conduct is so egregious as to warrant notice by His Majesty&#039;s Imperial Diplomatic Service without the aid of a consular. Dominian Consulars found to be abusing this power or otherwise using this power dishonestly will be considered as breakers the Sixth Edict and will be summarily ejected from His Majesty&#039;s Diplomatic Service and extradited back to the Empire themselves to face punishment. The expediency of an investigation or extradition decision is balanced by a number of factors including an accused person&#039;s class, the severity of the alleged crime, and the amount of evidence weighing against them or in their favor. For example, the most scrutiny and expediency would be paid to Primaries and those accused of flagrantly breaking Tribunalist edicts or plotting against the empire. The processing of extradition requests typically takes a few days, but exceptions can be made if the crime or embarrassment to the Empire&#039;s pride would warrant that the process be expedited. If an investigation or extradition has been requested concurrently with a request for asylum or refugee status with another faction in the setting, the request for asylum &#039;&#039;&#039;DOES NOT&#039;&#039;&#039; nullify any investigation or extradition request unless asylum is granted. Whichever completes first, the asylum-seeking process or the extradition process, is what holds. Extraditions from the SCCV horizon are conducted by Biesellite or SCC authorities in cooperation with His Majesty&#039;s Imperial Diplomatic service. Judgements on extradition and investigations are made by the Human Lore Team and cannot be appealed. &#039;&#039;&#039;Through playing a Dominian character, players implicitly consent to be bound by the decisions made by the Human Lore Team in the event their character is investigated or extradited.&#039;&#039;&#039;&lt;br /&gt;
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[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=34911</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=34911"/>
		<updated>2024-12-17T10:52:42Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Primaries */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = Mira Sancta&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = High Morozi (Tradeband), Vulgar Morozi (Solarian Common)&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The &#039;&#039;&#039;Empire of Dominia&#039;&#039;&#039;, often simply referred to as “the Empire,” is a heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the Mira Sancta System. This autocratic state is presently ruled by His Imperial Majesty &#039;&#039;&#039;Emperor Boleslaw Keeser I&#039;&#039;&#039;. The Empire of Dominia was proclaimed in 2385 by Emperor Godwin Keeser, the father of Boleslaw Keeser. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socioeconomically stratified due to the so-called blood debt, known as the Mor’iz’al. All citizens are born with the Mor’iz’al debt in exchange for the privileges of citizenship, a debt that takes some a lifetime or more to pay off. Imperial society is heavily divided by class and the Mor’iz’al blood debt is a very important part of Imperial society. Many in the Empire follow a strict code of honor, which originates with its great houses. The Empire is considered by many to be a threat to the free frontier. Its state religion is the Moroz Holy Tribunal which lays a heavy hand upon the Imperial government, with their edicts enforceable as law and those that violate its edicts being referred to as “edict breakers,” a class of unpersons actively hunted down by the government. Perhaps the most famous export of the Empire is the gene-boosting techniques it has carefully developed over centuries, though they lag behind the Skrell. It remains highly imperialistic and somewhat isolated but has recently made strides to enter further into the galactic stage. “In the Goddess’s Name, So Shall It Be Done” is commonly regarded as the unofficial motto of the Empire, due to the association of the phrase with the Tribunal.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
&lt;br /&gt;
Based on the 2459 Imperial Census, the total population of the Empire is roughly fifteen billion, though this number has grown in the intervening years. Citizens from the Imperial Core tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunal&#039;s power. As one travels outwards from the Imperial Core loyalty to both Emperor and Goddess slowly fades, and the presence of the Imperial Army increases in response.&lt;br /&gt;
&lt;br /&gt;
Citizens of the Outer Empire or &amp;quot;Imperial Frontier&amp;quot; tend to lack loyalty to both the throne and the Tribunal, largely due to being conquered by force rather than colonized by Morozians as the Dominian core worlds were. Many subjects are new to the Empire in these regions and are unwilling to bend the knee, leading to a great number of military units being stationed here. Imperial frontier subjects have a reputation for being uncivilized in the Inner Empire. They tend to be unwilling to convert, with these regions seeing higher amounts of edict-based executions.&lt;br /&gt;
&lt;br /&gt;
====[[Moroz]]====&lt;br /&gt;
The capital planet the Empire with roughly six billion residents. The planet is largely dominated by its large polar circles which encompass around 70% of the planet’s surface. Moroz is by far the wealthiest settlement in the Empire and owes much of its wealth to the extraction-based economics of Dominian imperialism, which has led to some resentment from other planets in the young Empire.&lt;br /&gt;
&lt;br /&gt;
====Zhurong====&lt;br /&gt;
[[Image:Minimap Dominia.png|thumb|A closer image focusing on the planets and territory of the Empire.]]&lt;br /&gt;
Colonized in 2367 by the combined efforts of the Imperial Alliance and Holy Kingdom of Domelkos, the Imperial Mandate of Zhurong is the Empire’s oldest continuous colony. Zhurong is home to plentiful mineral deposits which form the backbone of the local economy, and have ensured the planet is the beating industrial heart of the Empire and its Fleet. Its capital Hongse Chengbao, literally translated as Red Castle, is in one of the few stable regions of the planet and takes its name from the large Imperial Fleet Arsenal which was established there in the early 2370s. Much of the planet’s surface outside of the stable regions is constantly shifting and exposing new mineral deposits which the Empire readily exploits by using large mobile mining walkers designed to withstand the frequent earthquakes and volcanic activity Zhurong is known for. The planet is known to be far hotter than Moroz and local fashion discards the long sleeves and heavy coats of Moroz for short sleeves and lighter fabrics.&lt;br /&gt;
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In both the present day and historically Zhurong has served as a critical industrial hub for the Empire which produces many of its weapons of war, ranging from humble infantry rifles to the venerable Moroz-class dreadnoughts of the Imperial Fleet. Most in House Zhao, which has long dominated Zhurong, believe the War of Moroz was won in Zhurong’s factories and orbital shipyards. The ever-increasing demands of the Empire’s colonial conquests has resulted in the Admiral-Governors of Zhurong creating the Red Castle System: a decree which divides the planet into a series of counties which are ruled by minor nobles or qualified Secondaries affiliated with House Zhao. Appointed by the Admiral-Governor, these Counts and Countesses are responsible for ensuring the quotas set for Zhurong by the Imperial Council are met. If they are not met, the rulers can simply be removed. Despite the risk of removal some families have had a great deal of success as Counts minted by the Red Castle, and have made themselves and their holdings immensely wealthy in the process.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most successful of the Red Castle Counts is the Kaneko family, a group of minor nobles who are responsible for large-scale steel production in Kaneko County. Unfailing in their loyalty to House Zhao and the broader Empire, House Kaneko is known for its fair and relatively meritocratic policies towards its subordinates, including its Ma’zal workers, and has never once failed to meet its assigned quotas. Their family crest — a yastr holding a forging hammer in its claws — is stamped on every piece of steel they forge and is a common sight throughout the Imperial military. House Kaneko’s motto — Zhurong Steel — has become a slang term in many corners of the Empire for a high-quality product which will not fail. The family has consistently refused offers to integrate it into House Zhao, citing their role as servants of House Zhao above all things. More cynical souls have pointed to House Kaneko’s independence allowing for it to more easily interact with foreign companies, such as Zavodskoi Interstellar.&lt;br /&gt;
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Those beneath these Counts and Countesses are primarily Ma’zals and less wealthy Secondaries, though some minor nobles can be found in administrative positions across the planet. The factories and mineral fields of Zhurong are a common destination for Ma’zals looking to quickly work off their Mo’ri’zal, and those of their family, despite the hazards associated with working in the mineral fields. Earthquakes and volcanic activity are two major hazards which face the mining walkers of Zhurong, and injuries can be quite common among the planet’s miners despite safety standards and protective equipment demanded by the Admiral-Governor for all miners. In the factories in orbital works of Zhurong life is significantly safer but pay is lower. Zavodskoi Interstellar, a recent partner of the Empire, has begun to invest large amounts of funds into the planet’s industrial infrastructure, and Zhurong’s fortunes seem to have improved greatly through cooperation with Zavodskoi. Some in the broader Spur have whispered of Zavodskoi’s intent to turn Zhurong into their version of [[New Hai Phong]] — an industrial planet which they can cite as a major accomplishment and source of income.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
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====Zhurong Imperial Shipbuilding====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Let me phrase this in a way even you can understand, Grand Consul. A sculptor cannot function without her materials, yes? The resources you will be diverting into this pet project of yours are my materials, and my sculpture is our Empire!”&amp;lt;/i&amp;gt; — Grand Admiral Huiling Zhao during discussions preceding the creation of ZIS.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhurong Imperial Shipbuilding&#039;&#039;&#039; is a Zavodskoi Interstellar affiliated company subordinate to the larger Zhao-run Zhurong Imperial Naval Arsenal (ZINA) which is located on the Empire of Dominia’s industrialized core world of Zhurong. The ZIS is focused around, as the name implies, the construction of ships but has a focus on civilian hulls rather than military ones. Founded in 2462 after the construction of multiple shipyards in orbit of the industrial planet [[Empire_of_Dominia#Zhurong | Zhurong]] by House Zhao and funded by House Caladius, ZIS is  a successful attempt by the Empire to force Hephaestus Industries out of a market, in this case the need for civilian and industrial vessels within the Empire of Dominia, and replace it with a native Dominian company. &lt;br /&gt;
&lt;br /&gt;
Contemporary Operations and Influence: Currently, the ZIS profits along the Great Houses of the Empire, using the raw resources of newly conquered frontier worlds to build the vessels which transport those resources from the frontier worlds. By cooperating with both  House Zhao and Caladius and focusing their efforts on civilian vessels rather than military ones, ZIS has come to hold a near monopoly over the construction of those vessels within the Empire, and limitations on other megacorporations places by the Chief Commissioner of Economic Development ensure their position remains secure. Outside the empire they currently compete with Hegeranzi Starworks, a Hephaestus subsidiary for markets not only in the Badlands but across the Spur. Currently, the Starworks has a leading edge due to the help of Hephaestus Industries and ZIS’ focus on serving the Dominian market first. However, ZIS is increasingly finding an edge in more specialized vessels and equipment compared to the mass production design of the Starworks. ZIS works closely with Zavodskoi Industries, who buys their ships for sale outside of the Empire. Zavodskoi also provides many skilled engineers for the ZIS through a work contract program. Most ZIS employees not affiliated with Zavodskoi are Ma’zals from the Imperial Frontier seeking better work and higher wages to pay off their Mo’ri’zal. These Ma’zals are typically supervised by Secondaries, who make up the vast number of white-collar jobs found in both ZIS and its parent company, ZINA.&lt;br /&gt;
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&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Lord Master of the Shipyard (CEO): Lanying Zhao&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though criticized by many in House Caladius for being clear evidence of Imperial Fleet meddling in the affairs of civilian shipbuilding, the Admiral-Governor of Zhurong has doggedly maintained her position as Lord Master of the Shipyard through her own influence, vast talents, and the patronage of the Grand Admiral. Lanying’s tenure as ZIS’ first, and so far only, leader has been relatively unpopular with House Caladius due to her repeated choices to direct ZIS resources into ZINA, which she also controls, despite protests by many merchants. Conversely, these choices have made her quite popular with her own house. Rumors have recently spoken of the Admiral-Governor, a woman bored half to death by her duties, resigning her position as soon as a successor emerges. Only time will tell if these are true.&lt;br /&gt;
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&#039;&#039;&#039;Master of Production: Xiu Zhao&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mind behind many ships used by civilian and military actors across the Empire, Xiu Zhao is often regarded as one of the house’s greatest contemporary engineers. Serving as Master of Production is something of a retirement for the old engineer as he is now responsible more for production schedules than military vessels. Some say it is more a punishment than retirement for his promotion and production of the somewhat inefficient Empire-class cruiser, but House Zhao has been quick to deny these rumors. Regardless of why he is there Xiu has proven to be an effective technical mind, though he often finds himself in conflict with Lanying over how best to allocate resources.&lt;br /&gt;
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&#039;&#039;&#039;Commissioner of Finance: Annette Caladius&#039;&#039;&#039;&lt;br /&gt;
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The comptroller of ZIS’ budget, Annette Caladius — otherwise known as the Countess of Saint’s Landing on Alterim Obrirava — is a woman often frustrated by her associates on the executive committee. Much of her time is spent thwarting Zhao plots to funnel more money away from ZIS and its merchant ship production. The time which is not spent doing this is often instead spent managing the affairs of her distant, though religiously important, holding or meeting with the myriad House Caladius-affiliated merchants. Countess Caladius is almost always surrounded by a throng of Secondary and Ma’zal clerks, secretaries, and functionaries who work tirelessly to ensure the will of House Caladius is carried out at ZIS. While the Countess has won great approval in her position she has long yearned for more, and some believe she is merely using ZIS as a springboard to launch herself into the position of Grand Consul — House Caladius’ elected leader.&lt;br /&gt;
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&#039;&#039;&#039;Chief Supervisor of the Shipyard: Henryk Gottfried&#039;&#039;&#039;&lt;br /&gt;
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An Imperial Knight with a long history of service in the Imperial Fleet, Sir Gottfried is the only Secondary on ZIS’ executive committee. A former Fleet logistics officer assigned to the elite First Battlefleet, his organizational skills — and family connections to House Zhao — made him an ideal candidate for the position of Chief Supervisor of the Shipyard, and he is now responsible for much of the day-to-day running of ZIS. A Fleet man to the core, Gottfried is not unwilling to shift ZIS resources to Fleet projects if the Governor-Admiral or Grand Admiral deem it needed.&lt;br /&gt;
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&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the shipyards of the Zhao-dominated Zhurong Imperial Naval Arsenal almost entirely focused on the construction of military vessels and their accessories, the Empire, and House Caladius, found itself struggling to transport resources from their expanding frontier colonies to the Imperial Core for use in heavy industries or other economic activities. The Empire, ever wary of outside influence, curtailed the expansion of [[Hephaestus Industries]], who had been attempting to enter the market with their ships produced by [[Unathi_Guilds#Hegeranzi Starworks | Hegeranzi Starworks]], one of their subsidiaries. House Zhao was instructed by the Emperor and Chief Commissioner of Economic Development Izla Caladius to create an imperial company to supply ships for the empire&#039;s industry, being the great house most familiar with shipbuilding. As the Zhaos were more obsessed with their military shipyards however, they came to an agreement to work closely with Zavodskoi Interstellar, a well respected company in the empire, to accomplish their orders with minimal effort. Were it not for Zavodskoi, the ZIS would be an often ignored and poorly supplied organization. &lt;br /&gt;
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Many in House Zhao, including — according to the Fleet’s rumor mill — the Grand Admiral herself, resent ZIS for taking up valuable manpower, resources, and time which could have instead been diverted to the Imperial Fleet’s arsenal, and perhaps allowed for the construction of a third of the feared Moroz-class dreadnoughts. But the House and the Imperial Fleet are not blind to the reality of the situation: while the existence of ZIS may result in a small decrease in materials sent toward what truly matters, more ships for the ever-complaining House Caladius will allow the Fleet to divert its cargo transports toward more important tasks. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Alterim Obrirava====&lt;br /&gt;
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A lush and Earthlike planet in a system rich in Helium-3, the Imperial Mandate of Alterim Obrirava is a wealthy core world of the Empire of Dominia and a key hub of its fuel industry. Colonized alongside Alterim Balteulis in 2379 during the tail end of the War of Moroz, Obrirava is dominated by Houses Caladius and Zhao. The two great houses do not typically agree on the matter of selling the planet’s bountiful Helium-3 abroad: the Caladius advocate for it, the Zhao advocate against it, and the governor rounds himself caught in the crosshairs of the great houses. Despite Zhao-dictates restrictions on selling its most valuable resource abroad, the planet’s capital, Ilstel, is home to a thriving foreign merchant community sponsored by House Caladius. The planet’s environment is pleasant and many of its residents are immigrants from Moroz who have migrated from the frozen capital of the Empire for greener climates. Clothing on Alterim Obrirava is lighter and more colorful than its counterparts on Moroz.&lt;br /&gt;
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The pleasant and green environment shows signs of having been terraformed at some point by an unknown, likely now extinct, galactic power. Some have theorized the terraforming may date to the Glorsh era but the Empire has consistently refused foreign researchers access to the planet for the purpose of studying its biosphere. House Caladius and much of the broader Empire have claimed the idyllic environment of Alterim Obrirava are a clear indication of the Goddess blessing the Empire with boons. House Volvalaad has long allegedly researched the biosphere alongside the other great houses but has yet to release any information beyond the Empire’s scientific community. More Goddess-touched — the rare women gifted with the ability to “hear” the Goddess — have originated from Alterim Obrirava than any other planet in the Empire.&lt;br /&gt;
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The tourism industry is one of the largest employers of Obrirava’s residents aside from the Helium-3 industry, which employs more Obriravans than any other single industry. Most tourists are other Dominians, and they tend to be either Primaries or wealthy Secondaries. The Secondaries and Ma’zals which make up the service sector of the planet hold themselves to the highest standards to ensure they satisfy the wants and demands of these rich Dominians, and often find themselves employed by [[Idris Incorporated]] when they go abroad. Those who do not work in the service sector are often Ma’zals who are employed in the planet’s orbital Helium-3 mining and refining industry. While not as hazardous as Zhurong by any stretch of the imagination the asteroid fields which the system’s Helium-3 is harvested from are located far in space and demand painstaking EVA work to harvest. Zavodskoi Interstellar is a recent entrant to the Helium-3 mining industry in the system and has established several joint ventures with the engineers of House Zhao.&lt;br /&gt;
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====Alterim Balteulis====&lt;br /&gt;
&lt;br /&gt;
The dry and hot Tribunalist Mandate of Alterim Balteulis was originally colonized in 2379 by devout members of House Caladius who felt called to spread the Moroz Holy Tribunal beyond Moroz itself. They established the planetary capital of Casotania and quickly set to work constructing shrines and churches to honor the Goddess’ conquest of this uninhabited world. Alterim Balteulis is home to vast, dry savannahs and hot deserts which encourage the planet’s dominant form of extreme weather: sandstorms. While they can be devastating to unprepared crops and settlers the residents of Alterim Balteulis have overcome these obstacles through faith and clever engineering techniques such as shielded farms and protected railroads.&lt;br /&gt;
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The primary draw of Alterim Balteulis is its immense number of Tribunalist churches, including the massive Grand Cathedral of the Holy Tribunal – an extravagantly expensive structure commissioned by House Caladius to demonstrate their unwavering commitment to the Goddess and built in an area painstakingly terraformed with assistance from House Volvalaad to resemble an idyllic settlement outside Domelkos on Moroz. While some more liberal Tribunalists have balked at this expense the religious grandiosity of the planet has attracted many migrants and pilgrims from across the Empire, some of which opt to settle upon the planet’s dusty surface.&lt;br /&gt;
&lt;br /&gt;
Due to its climate Alterim Balteulis is home to a large amount of the Empire’s [[Unathi]] population, but they remain a small minority on the planet.&lt;br /&gt;
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====[[Novi Jadran]]====&lt;br /&gt;
[[Image:Imperial_Frontier.png|thumb|The flag of the Empire&#039;s frontier regions. Its colors symbolically represent Houses Caladius, Zhao, and Strelitz in addition to the Empire itself.]]&lt;br /&gt;
A tundra planet initially colonized by inhabitants of the Adriatic coasts with a population of roughly 100 million people, located near the edge of the Empire&#039;s westernmost frontier. Predominantly cold and icy with short summers, this climate has kept the economy primarily rural and much of the planet underdeveloped, with most living in small cities dotted around the coast and major waterways. A few major population centers exist, such as the capital of Nova Rijeka, that have a semblance of a modern service-based or industrial economy, though these are typically based around processing the foodstuffs the planet is well-known for. Noble authority on the edge of the Empire in Novi Jadran is quite strong, with many people viewing themselves as loyal to their local nobles first and the greater Empire second.&lt;br /&gt;
&lt;br /&gt;
Novi Jadran has been under firmly the Empire&#039;s control since its peaceful annexation in 2389, and has proved itself to be a loyal colony despite not contributing much to the Imperial treasury. Many in the Empire view it as the “model colony” of the Dominian frontier and it is visited by many functionaries on tours due to this status, with the Chief Commissioner for Colonial Affairs visiting the planet twice a year. These visits are major events for the planet’s inhabitants and bring with their best offerings for the visiting Primaries in hopes of attracting attention, and the benefits from having a Primary’s eye upon you. These gifts are usually finely crafted feasts and food, though it is not uncommon for horses and other animals to be presented.&lt;br /&gt;
&lt;br /&gt;
Planetary cuisine holds true to its Adriatic roots, with many Croatian and Italian elements still present. Fish-based diets are ubiquitous among the rural people as the vast oceans make for perfect fishing conditions and much of the ground is too cold to properly till. The raising of livestock is common towards the equator of the planet, but is not as prevalent as fishing.&lt;br /&gt;
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Despite its status as the “model colony” the planet is not without its problems. Many local nobles are negligent regarding the needs of the rural population and often refuse to carry out mandated infrastructure or electrical reforms. Many of the rural inhabitants in far-flung regions still have either no electricity, or very little. The petty nobility that oversees the various settlements and cities often protests this mismanagement, but the dukes keep them in check through vast and indulgent parties and balls. Calls for a new administration have been spreading around the planet for some months, but only time can tell if the nobility will be reigned in by the Empire or not.&lt;br /&gt;
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====[[Sun Reach]]====&lt;br /&gt;
&lt;br /&gt;
Fully conquered by the Imperial Dominian Army in 2422, the Imperial Viceroyalty of Sun Reach is the least populous of the Empire’s major worlds and derives its name from the planet’s largest settlement — a small town which has been transformed into a metropolis over the last forty years due to House Caladius’ investments into its infrastructure and the system’s incredible amounts of Helium-3, the lifeblood of the Imperial Fleet. Sun Reach is a world commonly known through the Empire for the hot, wet climate which supports large fields of algae farmed by those citizens of the planet not employed by the Helium-3 industry. Much of the planet’s surface is dominated by mangroves and swamps which make building infrastructure difficult, and what infrastructure is built through these regions must be painstakingly maintained lest it falls into disrepair and ruin. A resident of Sun Reach is generally referred to as either a Sun Reacher or, more informally, a Reacher.&lt;br /&gt;
&lt;br /&gt;
Prior to its annexation by the Empire — described in official Viceroyalty histories as a triumphant rescue from the banditry and anarchy which had ruled the planet, and by dissidents as a brutal occupation which has continued for four decades — Sun Reach was one of dozens of post-Solarian Hegemonic Era colonies, worlds colonized during the pre-Interstellar War era during the Alliance’s golden age and abandoned in the Alliance’s [[Sol Alliance History#2302: Elyra’s Secession and the Collapse of the Southern Solarian Frontier|retreat from the Southern Solarian Frontier after 2302]]. Utilized by the [[Solarian Armed Forces#Solarian Navy|Solarian Navy]], much like the later Imperial Fleet, it was abandoned with valuable assets such as its Helium-3 industry and limited shipbuilding facilities intact. In the intervening years Sun Reach’s colonial government — left behind during the retreat — turned itself from a Solarian government into a bandit state which relied upon its Helium-3 resources and shipbuilding to dominate its poorer and weaker neighbors, and had successfully a small piratical empire of its own by the late 24th century. These Pirate Lords, descended from the original colonial administration, enriched themselves but not the planet’s people, causing resentment to build in a poor, mostly rural population kept in check through fear and intimidation.&lt;br /&gt;
&lt;br /&gt;
But by the dawn of the 25th century, the beginning of the end for the Pirate Lords was in sight. The rise of the nearby and much more powerful Empire of Dominia had created an opponent they could not hope to best, and the former tributary states of the [[Human Piracy|pirate empire]] beseeched [[Moroz]] for protection — as did a small group of [[Moroz Holy Tribunal|Tribunalist]] faithful on the planet. A minor skirmish between Pirate Lord-aligned vessels and the [[Dominian Imperial Military#Notable Fleet Forces and Equipment|Imperial Fleet’s 1st Battlefleet]] in 2422 was utilized by the Empire to launch a formal invasion of the planet within the same year, and the Pirate Lords rapidly found themselves defeated, tried, and mostly executed by the triumphant Empire — though some escaped to the [[Republic of Elyra]] or [[Coalition of Colonies]]. Some of the population, ecstatic to be free of the Pirate Lords, accepted the Empire with open arms, while others saw it as trading of one despot for the other.&lt;br /&gt;
&lt;br /&gt;
In the forty years since its conquest the Viceroyalty has done much to both endear itself to and aggravate the Empire. While much of the population — particularly those in the Imperial capital of Sun Reach and the fertile “Algae Belt” around the planet’s equator — are steadfast in their loyalty to the Empire, the swamps and mangroves which define much of the planet&#039;s surface have proven themselves to be a persistent source of trouble for the Empire. Dissident Sun Reachers, or [[Dominian Imperial Military#The Imperial Army|Imperial Army]] deserters, will often flee into these areas and from there, launch guerilla attacks against Imperial forces and loyalists. A longstanding campaign by forces of the Imperial Army, [[Dominian Imperial Military#Notable Imperial Army Units|local militias]], and [[Dominian Imperial Military#The Imperial Flying Corps|Imperial Flying Corps]] has suppressed these guerrillas, but has not entirely eliminated what the Viceroyalty described as, “rural banditry,” on the planet. Problems with development due to the planet’s environment still remain and many Sun Reachers live as sustenance algae farmers, with only a career in the He-3 industry that dominates its industrial centers or a life in the Imperial Military as exits. Perhaps in honor of their piratical heritage, many Sun Reachers join the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] or, failing that, the [[Human Piracy#Empire of Dominia-Affiliated Privateers|Goddess’ Flotilla]].&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
The Dominian economic system is based around the extraction of goods from its frontier to enrich the Imperial Core and fuel the Empire’s war machine. It is dominated by the Empire’s four human great houses, who are powerful enough to absorb or subvert potential competitors, and primarily concerns itself with defense-related production. The main currency of the Empire is the Imperial Pound (Ф), which is backed by precious metals owned by the Imperial Central Bank in Nova Luxembourg, Moroz. However, currencies such as the Solarian Standard Credit or Biesel Standard Credit are commonly used by merchants throughout the Empire. The Empire’s largest employer is its industrial sector, followed by the service sector and the agricultural sector. The Imperial government is the Empire’s single largest employer as it de jure controls many defense-related industries, though in reality these industries are often run by Houses Zhao and Strelitz.&lt;br /&gt;
&lt;br /&gt;
One of the most profitable industrial sectors in the Empire, particularly in the wake of the phoron crisis, is its Helium-3 (He-3) refining industry. This industry is the lifeblood of the Imperial Fleet, the Empire’s main method of colonial conquest and control, as the Fleet’s ships almost exclusively burn Helium-3 in their engines. Most of the Empire’s conquests are done in an effort to find more Helium-3 to fuel its continued expansion, and it often aims to establish control over formerly Solarian He-3 facilities in the Sparring Sea which have sat mostly unused since the Elyran Revolution forced a general retreat by the Alliance from the region. These facilities are often located in orbit above abandoned colonies, such as Sun Reach, which are integrated into the Empire, regardless of their willingness to join it.&lt;br /&gt;
&lt;br /&gt;
Houses Zhao and Caladius have, particularly since 2462, been at odds over what to do with the Empire’s Helium-3 as it is now one of the Spur’s major producers of the fuel. House Caladius seeks to sell it for a profit while prices are high while House Zhao seeks to preserve the Empire’s strategic reserves for what they view as an inevitable conflict with their nearby rival: the Republic of Elyra. Even the Emperor has been unable to make the two houses see eye-to-eye on the issue and the leaders of the two houses are known to become involved in heated discussions on the issue during meetings of the Imperial Council of Electors, and the Imperial Cabinet itself often becomes involved in similarly heated discussions over the issue. Izla Caladius, the current Chief Commissioner of Economic Development, and her close aide, Josephine Caladius, have long avoided the topic and instead busies herself with the development of sustainable industries which will allow the Empire to grow and endure a potential conflict with Elyra.&lt;br /&gt;
&lt;br /&gt;
More liberal elements of the Empire, such as the outward-looking House Volvalaad, have expressed concerns regarding the Empire’s extraction-based economy. They have noted the Empire will, inevitably, run out of easy conquests and instead be faced with the prospect of war against a regional power such as Elyra or the Hegemony, and be forced to endure a prolonged conflict where it will not have easy access to resources to extract and thus sustain its military-centric economy. This stance is not popular amongst the Empire’s nobility outside of House Volvalaad and certain elements of House Caladius, but rumors in the capital of Nova Luxembourg suggest the crown Princess has taken an interest in this particular mode of economic thought.&lt;br /&gt;
&lt;br /&gt;
===Economic Sectors===&lt;br /&gt;
&lt;br /&gt;
====Industrial====&lt;br /&gt;
&lt;br /&gt;
The industrial sector of the Imperial economy is its largest and is constantly growing, particularly following recent investments by Zavodskoi Interstellar into it. Most known abroad for shipbuilding and weapons manufacturing, the most profitable subsector of the industrial economy is its Helium-3 mining and refining sector. Though the heavy industry of the Empire is most often associated with Zhurong’s  mines and industries, including orbital shipyards, the industrial sector can be found throughout the Empire and is particularly concentrated in its frontier — where most of its Helium-3 production outside of Alterim Obrirava can be found. The Helium-3 industry of the Empire is dirty and hazardous but is an attractive line of work for many Ma’zals and impoverished Secondaries who cannot afford to pay their Mo’ri’zal — the Empire’s form of taxation. Most of the raw materials used by the industrial sector come from the Imperial Frontier and the Empire’s conquests there.&lt;br /&gt;
&lt;br /&gt;
Workers of the Empire’s heavy industries are almost always Ma’zals from the Imperial Frontier drawn by its high wages and unwilling, or unable, to join the Imperial military. Work is hazardous and hours are long, with few protections for the rights of workers and institutional favoritism towards workers from older colonies of the Empire. How the workers of a given factory or facility are treated is often entirely up to the discretion of the facility manager — themselves often a Morozian or a trusted Ma’zal who has risen to the rank of Honourary Morozian, most typically a Jadraner. While these supervisors can be reported to local Imperial authorities for misconduct, investigations can take months and supervisors are rarely severely punished. Workers do have a quicker recourse: accusing their superiors of sabotaging the military’s supply chains. Those accused of this are swiftly investigated and, if found guilty, dismissed from their positions. Those found not guilty are often given military police officers to investigate the initial reporter, who is often sent to prison for the very crime they accused their superior of.&lt;br /&gt;
&lt;br /&gt;
====Service====&lt;br /&gt;
&lt;br /&gt;
Slightly smaller than the industrial sector, the service sector of the Empire’s economy is growing alongside its larger counterpart. The prominence and size of the Empire’s service sector is rooted in the stark class divisions of its society, with its nobles and wealthy commoners having a large need for luxuries and consumer goods. This sector is dominated by House Caladius, which controls much of the consumer aspect, and House Volvalaad, which controls the medical and welfare aspect. It is not associated with any single planet and can be found across the Empire, though its consumer aspect is more commonly found in the Imperial Core due to its greater wealth and larger population of Morozians. Idris Incorporated, in cooperation with House Caladius, often hires gifted individuals from this sector to work abroad and bring a touch of exotic Dominian culture to the broader Spur.&lt;br /&gt;
&lt;br /&gt;
Those who work in the service sector are often more trusted Ma’zals, wealthier Secondaries, and sometimes minor nobles. Ma’zals are often employed in lower-end jobs as servants of noble families or as hospitality workers, but many can be found in the medical profession working alongside Morozians. The Secondaries and nobles found in this sector are generally employed in the medical field, either by House Volvalaad or by the Tribunal’s medical facilities. Treatment is generally better than in the industrial sector and work is often easier, if at times less profitable. For Ma’zal servants their pay and treatment depends greatly upon the family — or business — which employs them.&lt;br /&gt;
&lt;br /&gt;
====Agrarian====&lt;br /&gt;
&lt;br /&gt;
The smallest and least profitable of the Empire’s three sectors, the agrarian sector is most commonly associated with the remote regions of the Imperial Frontier such as Sun Reach. Many Imperial farms are owned and operated by Ma’zals themselves, but House Caladius currently stands as the largest agrarian landholder in the Imperial Core. Those in this sector are often less wealthy than their counterparts and can work more than their counterparts due to the time commitment farming necessitates. As the frontier farms of the Empire are given wider access to mechanized equipment many of its former workers have since moved to cities to make their fortunes in the factories and refineries of the Empire or have instead joined the Imperial military.&lt;br /&gt;
&lt;br /&gt;
Those who still work in the agrarian frontier are in one of the only industries where Ma’zals are influential — though they are often indebted to agronomists and geneticists of House Volvalaad, which dominates the Empire’s genetically-modified crop industry. Life on a farm of the Imperial Frontier is often romanticized as idyllic or bucolic by many Morozians and more integrated Ma’zals, but the work is often physically taxing and provides little in the way of upwards mobility for those living in the countryside.&lt;br /&gt;
&lt;br /&gt;
===Great House Corporations===&lt;br /&gt;
&lt;br /&gt;
Essentially state corporations under the management of the great houses, these corporations are major forces in the modern Imperial economy. Each of these corporations is aligned to a singular great house and has a web of subordinate companies across the Empire in both the Core and Frontier. Most have, in recent years, begun to work with Zavodskoi Interstellar but are not dominated by it — at least, not yet. Due to their close relationship with the great houses, and thus the Imperial throne, they are able to exert influence over Zavodskoi within the Empire and their relationship is much more equal than pre-Collapse Solarian-Zavodskoi Interstellar relations.&lt;br /&gt;
&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;Morozian Imperial Armaments Conglomerate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Strelitz, Morozian Imperial Armaments Conglomerate (MIAC) is the main supplier of equipment to the Imperial Army, Dominian law enforcement, and the civilian firearms market in the Empire. It produces everything from main battle tanks to concealable handguns and has, since 2462, produced equipment for Zavodskoi Interstellar on license. Most of its staff are Morozian Secondaries or Jadranic Ma’zals and few Primaries can be found within its ranks, as House Strelitz nobles and affiliate noble houses view military service as the righteous, honorary pursuit — to instead pursue factory management work is debasing oneself, and a duty better for commoners.&lt;br /&gt;
&lt;br /&gt;
MIAC is found throughout the Empire but its two largest subsidiaries are Jinxiang Imperial Armaments (JXIAM), located in Jinxiang, Moroz, and the Royal Jadranic Armaments Works (RJAW) in Durres, Novi Jadran. JXIAM is the oldest continuously operating military contractor in the Empire and dates to the War of Moroz, where it supplied the weapons which unified Moroz. In the modern era it is the Imperial Army’s vehicle manufacturer and produces everything from logistics trucks to the feared JA-57/2 breakthrough tank. RJAW is a younger corporation which was initially a civilian firearms manufacturer on Novi Jadran. Bought out by MIAC in 2405 it has since become a major small arms manufacturer for the Imperial Army, Imperial law enforcement, and the civilian market. Zavodskoi has a contract with RJAW to expand its operations and its engineers, often wearing gas masks to protect against Durres’ air pollution, can be seen throughout its facilities.&lt;br /&gt;
&lt;br /&gt;
MIAC employees who go abroad typically find employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&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;Juro Genetics &amp;amp; Biotechnological Innovation&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Volvalaad, Juro Genetics &amp;amp; Biotechnological Innovation (JGBI) is a conglomerate of medical and pharmaceutical companies which dominate the Empire’s healthcare industry. One of the first corporations in the Empire to open itself up to the broader Spur, JGBI has long worked with the NanoTrasen Corporation to acquire phoron for medical equipment and research purposes. In recent years this relationship has waned with the advent of the phoron crisis and the entry of Zavodskoi into the Empire. Most JGBI are Volvalaad Primaries or Secondaries and it employs few Ma’zals, with most serving in low-level roles such as custodial or security personnel.&lt;br /&gt;
&lt;br /&gt;
JBGI’s most well-known subsidiaries are the Nova Luxembourg Genetics Institute (NLGI) and the Domelkan Agrarian Research Corporation (DARC). NLGI, the most well-known subsidiary, is responsible for the development and distribution of geneboosting technology throughout the Empire. Headquartered in the Imperial capital, it is one of the wealthiest companies in the modern Empire as a result of its exclusively noble clientele. DARC is a less prestigious, but arguably more important, company due to its focus upon agrarian research, particularly in regards to growing crops in cold climates. It is through their work that Novi Jadran and Moroz are more productive than before, though its spread to the Imperial Mandate has been very slow due to interference by colonial bureaucrats and simple distance. Moroz is, after all, far more profitable&lt;br /&gt;
&lt;br /&gt;
JGBI employees, when they go abroad, typically find employment with the [[Nanotrasen|NanoTrasen Corporation]]. More rarely, due to its pro-augmentation stance, they find employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&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;Royal Morozian Investment Group&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Caladius, the Royal Morozian Investment Group (RMIG) is an investment firm used by House Caladius’ merchant faction to further the great house’s mercantile goals. RMIG is the wealthiest great house affiliated corporation in the modern Empire and controls significant amounts of its real estate market and investment capital. It provides much of the capital used by Dominian corporations to expand their operations and has recently begun to loan Imperial Pounds to Zavodskoi Interstellar. Like House Caladius itself, RMIG has a greater number of Secondaries and Ma’zals than any other corporation, and its executive board has several non-nobles on it. &lt;br /&gt;
&lt;br /&gt;
RMIG does not have major subsidiaries and instead operates several different branches which are responsible for various areas of the Orion Spur and the Empire. The Core Sector — based on Moroz — manages investments in the Imperial Core, whereas the Outer Sector — based on Novi Jadran — manages investments in the Imperial Frontier. Smaller branches manage investments in other human nations aside from the Republic of Elyra, the regional rival of the Empire.&lt;br /&gt;
&lt;br /&gt;
RMIG employees, when they go abroad, typically find employment with [[Idris Incorporated]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&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;Imperial Engineering &amp;amp; Shipbuilding Conglomerate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Zhao, the Imperial Engineering and Shipbuilding Conglomerate (IESC) is the largest single producer of spacefaring vessels in the Empire and dominates its construction industry. If a notable government building must be constructed, an IESC subsidiary is the most likely candidate to do so. Unlike other conglomerates, which are headquartered on Moroz, IESC’s headquarters is in the capital of Zhurong, Hongse Chengbao, where House Zhao’s power is at its apex. It has recently become a major cooperator with Zavodskoi Interstellar, particularly its Ingkom subsidiary. IESC staff are cross-class, with its engineers coming from House Zhao’s noble ranks, Novi Jadran’s academies, and more rarely Sun Reach’s Zhao-run schools. Despite the stratified nature of the Imperial Fleet, its primary client, the IESC is fairly meritocratic.&lt;br /&gt;
&lt;br /&gt;
The most famous IESC subsidiaries are the Zhurong Imperial Naval Arsenal (ZINA) and Zhurong Imperial Aeronautics (ZIA). ZINA is the larger corporation and is the main producer of the Imperial Fleet’s vessels, with its naval yards in Zhurong’s orbit supplying nearly every ship used by the Fleet and its engineers attempting to constantly innovate upon its designs. ZINA does some work with Zavodskoi Interstellar and has essentially given its civilian subsidiary, Zhurong Imperial Shipbuilding, to the megacorporation as few in ZINA care to produce civilian vessels. ZIA is a smaller firm that specializes in producing aircraft and is the main supplier of the Imperial Flying Corps. It has, in recent years, attempted to diversify into the civilian aviation market to some degree of success, with many Morozian Primaries swearing by its airliners.&lt;br /&gt;
&lt;br /&gt;
IESC employees, when they go abroad, almost always find employment with  [[Zavodskoi Interstellar]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Mo’ri’zal==&lt;br /&gt;
&lt;br /&gt;
The Empire’s unique form of taxation is the Mo’ri’zal, or “Blood Debt” in Vulgar Morozi. The Mo’ri’zal is a lump sum every Imperial subject receives upon birth (or otherwise acquiring their citizenship) that is paid to the state over the course of their life, and is often high enough to require decades to pay off. How quickly one can pay off their Mo’ri’zal is a key marker of one’s economic class in the Empire. Most Primaries — those of the Empire’s aristocracy — have theirs paid off at birth, most Secondaries — the Imperial middle class — pay theirs by early to mid adulthood, and many Ma’zals — the colonial subjects of the Empire — must work their entire lives to pay it off.&lt;br /&gt;
&lt;br /&gt;
One’s Mo’ri’zal can be paid off by others, and many noble houses of Dominia attract commoners into their employ through promises of paying off parts of their debt. The Mo’ri’zal can also be paid off in other ways: military service pays five percent of the debt per year served, and injuries received in the line of duty — particularly severe ones — can pay off large amounts of the debt. Those that fall serving the Empire have their entire debt and a part of their immediate family’s debt forgiven.&lt;br /&gt;
&lt;br /&gt;
While the Mo’ri’zal is a significant sum — and criticized by some as simply a state-sponsored form of indentured servitude — it is quite popular in the Empire’s core worlds due to the benefits it provides them: their paying of the Mo’ri’zal funds healthcare, public services such as education, infrastructure, and the might of the Empire’s war machine. It is additionally often trivial for many of them to pay off their Mo’ri’zal due to the wealth of many in the Empire’s core. In the Empire’s colonies, such as Sun Reach, the Mo’ri’zal is looked upon much more poorly. Many Ma’zals were initially born as non-Imperial subjects and only received their Mo’ri’zal when the Empire conquered their planet, and few of them view the debt — which is meant to be paid off gradually from one’s birth onwards — as reasonably payable. While the debt is legally meant to not carry over to one’s descendents, should it be unpaid at one’s death, a familial history of being unable to pay Mo’ri’zals can result in a denial of privileges such as healthcare until the debt is settled -- generally through a family member joining the the Imperial military.&lt;br /&gt;
&lt;br /&gt;
Compounding the issues of these recently-conquered Dominian subjects is the nature through which the Mo’ri’zal is calculated. As the Mo’ri’zal is assigned to an Imperial subject at their birth -- or at the point that they become a subject -- it is not, like other taxes, based upon one’s income. Instead it is based upon one’s perceived loyalty to the Dominian state, and the Imperial throne by extension. Primaries and many Secondaries often have small Mo’ri’zals due to generations of dedicated service to the Empire while less loyal populations -- such as Fisanduhians, Lyodii, and some Ma’zals -- tend to have larger Mo’ri’zals.&lt;br /&gt;
&lt;br /&gt;
The Dominian Unathi are a special case. When they arrived in Dominia, it was clear that they did not have the means to pay the Mo’ri’zal, especially not the older one, who would most likely never live long enough to get to pay for it. Instead, these first-generation Unathi took the [[Unathi_in_Dominia#The_Kazhkz-Han’san_Oath|Kazhkz-Han’san Oath]], to pay the debt they owed to the Empire with their actions and conduct instead of money. While the newer generations of Moroz-born Unathi often take the oath as well, these sinta do have to pay the Mo’ri’zal, generally managing to pay for it by the time they reach adulthood, much like other secondaries.&lt;br /&gt;
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==Edict Breakers==&lt;br /&gt;
&lt;br /&gt;
Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space, however, due to the nature of the fourth edict, subjects of Dominian usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominian space under their own volition for judgment. This usually devolves into near-passive harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the lawbreaker and it&#039;s not uncommon for them to allow themselves to be returned to Dominia for judgment and in some extreme cases take their own lives. Edict breakers and exiles abroad in human space sometimes find themselves pursued in the legal realm for infringing on the trademarks of their House if they refuse to change their surname.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|The Imperial standard of House Keeser, intended to represent three nation-states of old Moroz that formed the basis of the Empire of Dominia.]]&lt;br /&gt;
The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all-consuming imperial bureaucracy. The Imperial Cabinet and Electors are major parts of the government.&lt;br /&gt;
&lt;br /&gt;
===Imperial Cabinet===&lt;br /&gt;
&lt;br /&gt;
The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&lt;br /&gt;
&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;Colonel-in-Chief of His Majesty&#039;s Special Operations Group: Angelika-Lina Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The typical soldier of the Imperial Army is a well-trained, well-equipped, and well-motivated individual that is able to take and hold ground from the Empire’s typical opponents with ease. But there are some things that even these individuals cannot do, and this is when His Majesty’s Special Operations Group is deployed. The position of its leader — the Colonel-in-Chief — is considered to be an extremely prestigious duty that has been held by a member of House Strelitz since the Group’s creation following the War of Moroz.&lt;br /&gt;
&lt;br /&gt;
The present Colonel-in-Chief is herself a veteran of the Group, as every member before her has been. Recently ennobled into House Strelitz shortly before her ascension, the twenty-five-year veteran of the Imperial Army prides herself on being above politics. Prior to her promotion the Colonel-in-Chief served with distinction in the non-geneboosted section of the Group — an unusual unit for the Moroz-born nobles that often serve with the Group. While her service would cost Angelika-Lina her left eye (lost to shrapnel while in Inner Fisanduh), it would give her the network — and the prestige — required for a promotion to Colonel-in-Chief in 2461.&lt;br /&gt;
&lt;br /&gt;
As Colonel-in-Chief, Angelika-Lina has desperately attempted to stay uninvolved in politics while attempting to mold the Group into a perfect special operations force. While she has managed to consistently increase its budget — and, as a result, its successes — the Colonel finds herself pulled further and further into the realm of noble politicking, and often privately wishes to be back on the field. When the Emperor goes to join the Goddess, many believe that the Colonel-in-Chief, with her multitude of connections to Ma’zals she has served with and obsessiveness towards the Group, will have no choice but to formally align herself with the Crown Princess or be sacked. And to her, the thought of another in charge of the Group — her  Group — is not something she can bear. Her desire to stay away from House politics may also be the reason why, despite tensions between the Strelitz and the Unathi of Dominia, and limitations imposed on said Unathi in the army by her House, the Group still accepts the occasional sinta soldiers within its ranks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner of Economic Development: Izla Caladius&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All states — including empires — are built upon their economies first and foremost. Without a strong economic base to support its wars of conquest the Empire of Dominia would doubtlessly buckle under its own weight and begin to shrink before collapsing, defeated by internal forces rather than external opposition. A position that can only truly be filled by a person addicted to their work, the CCED manages economics through the Empire: everything from taxes to tithes to trade passes across their desk, and is stamped by their hand. The position is regarded as so vital that it has been held by the Caladius since inception and has remained with one family of the house for its entire history, slowly passing from relative to relative through Imperial history.&lt;br /&gt;
&lt;br /&gt;
Born in 2420 to the Montague family of House Caladius, Izla Caladius bears a resemblance to her distant predecessor: Maria Caladius, CCED from 2398 until her unexpected death in an aircraft crash in 2421. Her immediate precursor, Victoria Caladius, perished under similar circumstances in 2445, thrusting the young Izla into the position of chief commissioner alongside her aide, Josephine Caladius — herself quite similar-looking to her relative, Victoria — at the age of twenty-five as a freshly-minted doctor of economic studies. Izla scarcely has a life outside of work and is viewed as something of a reclusive night owl by the rest of the court, with very few daytime appearances ever recorded — a habit which seems to define many CCEDs, which often work atypical hours long into the night.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years as CCED Izla has led the Empire through booms and busts, but has committed it to a steady course intended to ensure the Empire can retain much of its economic and military output even in a disaster scenario where it is embargoed by the entire Spur. Despite this policy she has not shied away from broader trade relations with the rest of the Spur, and is often credited for enticing Zavodskoi to permanently relocate its headquarters to Moroz. Notably, she was a major factor behind the Empire’s decision to stick with Helium-3 refining rather than investing into phoron. With the crisis deepening this policy, criticized in the short term for being unprofitable, is paying dividend hand over fist.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Commissioner of His Majesty&#039;s Imperial Military: Eliza Volvalaad&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the various cabinet members may hold near absolute power over their respective military branches, it is the Chief Commissioner that directs much of the military’s  efforts from behind the scenes. The chief commissioner is, on paper, intended to exist as the primary director of military research and development. In reality the position — which has been occupied by a Volvalaad since its creation — is used by House Volvalaad to exert influence over Houses Strelitz and Zhao. The research of the Volvalaads is used and valued by all branches of the Imperial Military, but often comes with a price attached, and the cost is typically repaid by carrying out the Volvalaad’s goals abroad.&lt;br /&gt;
&lt;br /&gt;
Born in 2398 to a family long deeply involved in House Volvalaad, Dr. Eliza Volvalaad, PhD. is regarded as one of the Empire’s foremost researchers in the field of laser-based weaponry — much of the military’s laser weaponry currently in use can be traced to her and her Volvalaad-staffed laboratory in Jinxiang on Moroz. Decades of work and research, along with her connections to Houses Zhao and Strelitz, made her an ideal candidate for the position of chief commissioner, which she was appointed to in 2454 in the hope that she would be able to balance the influence of her own house, the Zhaos, and the Strelitz while ensuring the military retained its technological advantage over its neighbors.&lt;br /&gt;
&lt;br /&gt;
In the ten years she has spent as chief commissioner, Dr. Volvalaad has effectively balanced the demands of the Volvalaads alongside the desires of Houses Zhao and Strelitz while ensuring the Imperial Military retained its edge over the frontier systems it must conquer for resources and prestige alike. But despite her best efforts the chief commissioner has not been able to keep pace with the Serene Republic of Elyra’s phoron-backed development sector, and some believe Doctor Volvalaad - now rapidly approaching seventy years of age — will soon retire, leaving the critically important position vacant.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Commissioner of Imperial Sovereignty: Antonio Caladius&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Diplomacy — even for the Empire, which has long had sour relations with its neighbors — is key to any modern state. But despite the importance of diplomacy, the role of the Chief Commissioner of Imperial Sovereignty is somewhat limited due to the Empire’s poor reputation abroad, aside from the Republic of Biesel and Jargon Federation. Much of the CCIS’ duties instead relate to maintaining good relations with Zavodskoi Interstellar, which has quickly become one of the Empire’s major employers.&lt;br /&gt;
&lt;br /&gt;
Though a member of House Caladius, Antonio has had close relations with House Volvalaad since his birth in 2412, and often collaborates with Grand Duchess-Electress Landi Volvalaad to push for the demands of both houses abroad. A lifelong liberal Dominian and advocate for a greater Dominian market abroad, Antonio’s ascension to the position of chief commissioner in 2455 was seen by many as a concession by the Emperor to Houses Volvalaad and Caladius.&lt;br /&gt;
&lt;br /&gt;
But despite his high-minded goals of a more liberal, more politically involved Empire, Antonio&#039;s time as chief commissioner has been fraught with disappointment. He has been stymied by the more politically powerful Huiling Zhao and Dorothea-Frieda Strelitz, who favor strength over diplomacy when it applies to the Empire’s frontier, and his efforts to have the Coalition’s embargo formally lifted ended in failure in 2462. Many talk of replacing the often-unsuccessful diplomat, and Antonio worries the Emperor — who now rarely calls upon him — has begun to listen to these detractors.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Commissioner for Colonial Affairs: Alessandro Amadei&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In a society such as the Empire of Dominia where expansion — for resources, primarily — is a key pillar of its continued ability to survive and thrive, the duty of managing its colonies is one of the most critical in it. Every colonial official found in the Imperial Frontier,from the viceroys in charge of entire planets to lowly Ma’zal bureaucrats, is the responsibility of the Chief Commissioner for Colonial Affairs, the master of the Dominian colonial empire. To be entrusted with such a critical position is to be one of the closest individuals in the Empire to the Emperor, and the current Chief Commissioner has long been a close friend of the royal family.&lt;br /&gt;
&lt;br /&gt;
Born into a family of Morozian bureaucrats in 2426, the young Count Amadei spent much of his youth cavorting with his fellow nobles, including the royal family, and building connections with other Morozian nobles. Wanderlust pulled the young Count into the Imperial Flying Corps where he proved himself an effective — if egotistical — pilot and won multiple accolades for himself, returning to Moroz a decorated veteran. His decorations and connections, particularly to the royal family , led to his ascension to the position of Chief Commissioner for Colonial Affairs in 2456.&lt;br /&gt;
&lt;br /&gt;
Count Amadei, the current Chief Commissioner, is a man of both charisma and controversy: an exceptionally talented administrator, longtime friend of the Emperor, and veteran of the Imperial Flying Corps, Amadei has long been an advocate for both his old Corps and the burgeoning colonial domain that the Empire finds itself ruling. But some in the high society of the Empire gripe at his posting and view him as a mere unaffiliated noble granted privileges solely due to his friendship with the Emperor, and believe they should be represented in the position instead. The Count has long had a poor relationship with House Caladius as a result, and is often known to become involved in spats with Antonio Caladius over the diplomatic repercussions of the Empire’s colonial endeavors. In almost every fight they have, the Emperor sides with Amadei – not Caladius. But as the Emperor ages the Count grows nervous, wondering what will happen to him when he is finally shorn of his greatest protector.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Minister of Unathi Affairs: Kasz Han’san&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Considering the notable Unathi population now in Dominia, and most importantly the fact that the large majority of said population are primaries, the Emperor needed something, or someone, to keep them loyal and in check the moment the Han’san and Kazhkz clans landed. This is certainly not an easy task when speaking of an alien race. From cultural differences to distinct biological characteristics such as diets or sleep cycles, the Empire needed someone who truly understood the Unathi to both represent them efficiently in the Cabinet, and who could then properly communicate to the Sinta of the Empire to coordinate them to the best of their ability and use within the bureaucracy.&lt;br /&gt;
&lt;br /&gt;
Lord Marshal Kasz Han’san, Contact War veteran, once a General under Seryo Kazhkz back on Moghes, and leader of the Han’san clan was chosen for such a role. If the Unathi of the Han’san earned the reputation of being fantastic soldiers, their ability to make charismatic, and at times, cunning leaders is also true, and the old Lord Marshal proves to be both. Though perhaps cautious due to his extensive history of war, he provides some insight on both his people and his political history in maneuvering among a cabinet. In particular, he is often close with Amadei due to the latter&#039;s charisma and knowledge and the former&#039;s interest in the Empire&#039;s political sphere. This spawned from the Unathi&#039;s employment in the outer reaches of the nation&#039;s colonies as shock troopers and enforcement, and as such, Kasz has remained informative and helpful in coordinating with the Chief Commissioner. However, this sometimes puts Kasz at odds with Antonio at times due to his relationship with Amalei, and House Kazhkz&#039;s burgeoning friendship with House Caladius is in an awkward position in the cabinet&#039;s circle as a result. These friendships are something that Kazhkz does his best to maintain in order to stand a chance against all three of the Strelitz within the Cabinet, with which relationships have been tense at best, especially with Dorothea-Frieda.&lt;br /&gt;
&lt;br /&gt;
Despite clan Han&#039;san&#039;s current weakened state after its humiliating defeat against the Fisanduhan Freedom Front, Kasz Han&#039;san remained in the cabinet, most preferring him over the alternative, the much more politically inadequate Salak Kazhkz. The Lord Marshall also managed to prove to be right pick over time for such a role, managing to convince Dominian Unathi to convert to the Tribunal.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grand Admiral of His Imperial Majesty’s Fleet: Huiling Zhao&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
One of the most powerful cabinet positions, the role of Grand Admiral has been filled by a member of House Zhao since its creation. The Grand Admiral holds almost unquestioned authority over His Imperial Majesty’s Fleet — with only the Emperor able to overrule them — and is often regarded as the third most powerful figure in the Empire after the Emperor himself and the Immaculate Hand due to this authority. If the Fleet is both the sword and shield of the modern Empire, the Grand Admiral is the individual who wields both.&lt;br /&gt;
&lt;br /&gt;
Born in 2416, no individual represents House Zhao more than Huiling Zhao. The leader of House Zhao in all but name thanks to her position, Huiling has given her life in service to His Imperial Majesty’s Fleet and now serves as its Grand Admiral following her appointment in 2450. Huiling is a figure beloved in the Empire and often despised abroad, but revels in the infamy her reputation brings.&lt;br /&gt;
&lt;br /&gt;
In her 14 years as Grand Admiral Huiling has seen several systems subjugated by the Fleet and added into the Empire, and has zealously guarded the Empire’s reserves of Helium-3 despite House Caladius’ demands to release parts of the reserve in order to make a larger profit. She has also cultivated a close relationship with the royal family — particularly Lei Keeser — in order to better push a naval agenda. Huiling is confident that, no matter what the Goddess may have in store for her, she will be able to hold onto her position and the power that comes with it.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Commissioner for Imperial Aviation: Annaliese Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Despite being the youngest of the Imperial Army’s branches, the Imperial Flying Corps have no lack of influence and sponsors due to its status as a club for Morozian nobility. But there is no greater sponsor of the Corps than its commissioner, Annaliese Strelitz. While her aunt — and often rival — Dorothea-Frieda must go through the trouble of managing an entire Army, Annaliese spends the majority of her time cavorting with Morozian nobility and ensuring the Corps maintains their patronage. Much of this fundraising work is done in conjunction with her two allies: Izla Caladius and Alessandro Amadei, who ensure the Corps never lacks for funding — even if the Navy and Army are hardly fans of it at times.&lt;br /&gt;
&lt;br /&gt;
Born in 2423 to a wealthy family long affiliated with House Strelitz, Annaliese was always destined for a life in service to the Empire’s military. But the young Strelitz showed little interest in fighting on the ground and often avoided her cadet courses to pursue flight lessons. Eventually her family conceded and allowed Annaliese to pursue flight full-time, and enrolled her in a cadet course for the Imperial Flying Corps. The young flight officer has used her connections throughout the intervening years to pull the right strings at the right time, eventually ensuring her ascension to the position of Chief Commissioner in 2462.&lt;br /&gt;
&lt;br /&gt;
In her short tenure Annaliese has proven herself to be an exceptional connection-maker for the Corps and an incredible annoyance for Duchess Zhao and Grand Duchess-Electress Strelitz. Annalise spends much of her time boasting of the Corps’ achievements and presenting it as the peak of martial nobility in the Empire. She has effectively drawn sponsors and funding away from the Fleet and Army through this, which gives her military counterparts no end of headaches. Annalise’s attitude — which is infamously narcissistic — has made these headaches far worse.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;High Lord General of His Majesty&#039;s Imperial Army: Dorothea-Frieda Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The most senior leader of the Imperial Army, the High Lord General’s position has been exclusively held by a member of House Strelitz since its inception. The High Lord General’s authority over the Imperial Army is absolute, with only the Emperor able to overturn their decisions. However, the Army’s inability to travel from system to system itself limits this authority and for es a degree of cooperation with the Fleet — something some Strelitz grind their teeth over.&lt;br /&gt;
&lt;br /&gt;
Born into a family with a long history of martial Service in House Strelitz in 2418, Dorothea-Frieda has spent her life in the Imperial Army. While health concerns prevented her from being geneboosted, her strategic brilliance and sufficient grasp of politics has allowed her to become both High Lord General in 2445 and leader of House Strelitz at the same time — a significant achievement that makes her the only cabinet member currently also in command of one of the five great houses. This status makes Dorothea-Frieda a woman of many responsibilities, and she is almost never seen without a throng of aides surrounding her in order to allow her to better respond to any problems that may arise.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years of service as High Lord General Dorothea-Frieda has seen multiple worlds and systems conquered — or at least occupied — by the Empire, with Sun Reach standing as the Army’s most notable recent conquest. She has doggedly tried to stay above politics and has, for the most part, succeeded in this effort. Yet in private corners some whisper that the High Lord General grinds her teeth over the crown princess’ apparent liberalism when it comes to the use of force abroad, and fears the inevitable transfer of power could see the Army lose its importance as the primary instrument of the Empire’s will abroad. But only time will tell if these rumors are true. For now, a very real issue for her might be the tensions with the Chief Minister of Unathi Affairs, Kasz Han’san, who she sees as meddling in affairs that aren’t his own when he tries to better positions for the Unathi of the Imperial army who often find themselves under the authority of an unsympathetic House Strelitz.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;High Seneschal of His Majesty&#039;s Justice: Ngo Juric&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Regarded by many as the most trusted member of the cabinet by the Emperor, the High Seneschal is the primary legal authority of the Empire as it applies to secular law in the Empire’s borders. For better or worse, the High Seneschal must defer to the word of his religious counterparts on matters of the Edicts in the majority of conditions with the exception of violations of the Fourth Edict, where the judiciary takes priority. Navigating this legal environment while advising the Emperor demands an individual who is both unerring in their faith to the throne and able to negotiate with many, many parties.&lt;br /&gt;
&lt;br /&gt;
Fortunately for the Keesers, Ngo Juric, born in 2395 in Nova Luxembourg not far from the palace, is precisely that individual. A friend of the dearly departed Emperor Godwin Keeser and a close associate of the current royal family, Juric has served as the legal councilor for the Keesers for nearly forty years, and has served as Seneschal for almost thirty. A kind and gregarious man, Juric has a reputation for being liked by all he speaks to — including the infamously stone-hearted Inquisitrix of the Holy Tribunal — and is well regarded by all five of the great houses.&lt;br /&gt;
&lt;br /&gt;
But despite his friendly reputation, the High Seneschal is anything but a pushover. His thirty years of service have seen the absolute rule of the royal family set even further into stone, and his legal expertise has led to the Empire ensuring its dealings with Zavodskoi Interstellar are favorable to both parties rather than tipped in the megacorporation’s favor. But Juric is an old man — older than his dear friend, Emperor Boleslaw Keeser, by almost a decade — and many believe the High Seneschal will soon retire, living out the rest of his days content that he served faithfully and firmly – content in the knowledge he left the Empire in a better place than it was thirty years ago.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Director of His Majesty&#039;s Imperial Intelligence Directorate: Alojzia Molnarova&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Power is all too often a fickle, fleeting thing that tempts many and is granted to very few. While House Keeser commands the respect of many in the Empire, from Primary to Ma’zal, there are always those that will seek to rise above their station through ungentlemanly means and subterfuge. The Imperial Intelligence Directorate has long served as a bulwark against such ungoddessly individuals, and its Director is often regarded as one of the most important individuals in the Imperial Cabinet as a result. Since the ascension of Emperor Boleslaw Keeser I in 2437, the position of Director has been held by Baronet Alojzia Molnarova, the only commoner to hold a position in the Imperial Cabinet and a close personal friend of the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2408 to a family of commoners awarded a Baronet during the War of Moroz, little is known of Alojzia’s personal life beyond her current duties. Few photographs exist of the camera-shy Director, and rumors regarding her past — and that of the Molnarov family — abound. Some rumors go as far as to suggest that the Molnarovs are of Fisanduhian descent, or that Alojzia is not a member of the Moroz Holy Tribunal herself. Such rumors have never been formally acknowledged by the Director or her Directorate, but many that promote them publicly are shortly thereafter revealed to be shell infilitators hellbent on destroying the Empire and all that it stands for. They are, of course, promptly executed after their discovery.&lt;br /&gt;
&lt;br /&gt;
As Director, Molnarova has seen that the Directorate has been constantly improved and modernized in order to keep pace with the growing regional threats the Empire faces — Elyra and the Coalition — while ensuring that it is never vulnerable to internal enemies. No price is too great to pay in order to ensure the Empire’s stability, and the Directorate has been accused by many that flee the Empire of employing draconian methods — often alongside the Imperial Army — to crush dissent in the Imperial Frontier. But these rumors are difficult to substantiate, as the Directorate — and its enigmatic Director — are consistently tight-lipped. When her close friend and Emperor dies, none are sure what will become of Director Molnarova. None aside from the Director herself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPENLY ACTIVE IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY NOT BE PLAYED IN-GAME. UNDERCOVER IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY ONLY BE PLAYED AS CONSULARS.&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theodora Gottlieb, High Inquisitrix of the Holy Tribunal&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the High Seneschal and Director concern themselves with the laws and behaviors of humanity, the Holy Tribunal concerns itself with those that break higher, greater principles: the Edicts laid out by the Goddess to Her faithful to follow and obey. The ultimate adjudicator of Her Edicts is none other than the Tribunal’s High Inquisitrix: a woman born with the rare gift to hear and interpret Her words who had been forged into a leader through the crucible of the Holy Tribunal. The High Inquisitrix possesses unquestioned authority over matters of religious law — only the Immaculate Hand, the leader of the Holy Tribunal, or the Emperor himself may overturn one of her decisions.&lt;br /&gt;
&lt;br /&gt;
Born in 2431 to a noble family of little renown outside of Nova Luxembourg, Theodora’s path to High Inquisitrix was not clear to her or her family until she revealed herself able to commune with the Goddess and interpret Her words shortly before her eighth birthday. The following twelve years were spent training in the Holy Tribunal in order to ascend to the position of Inquisitrix — one of the Tribunal’s religious officials responsible for carrying out the Goddess’ will by returning edict breakers from abroad — at the age of twenty. As an inquisitrix Gottlieb was responsible for many things, though her primary duty quickly became apparent: tracking down edict breakers and ensuring they were returned to the Empire alive, to face Her justice. Following a decade of service she was recommended for the position of High Inquisitrix, which she accepted in 2461.&lt;br /&gt;
&lt;br /&gt;
In her three years as High Inqusitrix, Gottlieb has spent much of her time interpreting Her words for the Emperor in addition to her typical duties as High Inquisitrix. High-profile trials and public events — often alongside the Immaculate Hand, her immediate supervisor and one of two individuals Gottlieb must answer to alongside the Emperor — are commonplace, and something the High Inquisitrix excels at. But a part of Gottlieb wishes to return to what she was trained to do: tracking down edict breakers and bringing them to face the Goddess’ justice, no matter where they attempt to hide themselves. But for now her duty is clear: to remain in her lofty position as long as She wills it, and to carry out Her work with all the High Inquisitrix does.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Agnes Caladius, Immaculate Hand of Our Lady the Goddess&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Empire’s state is not complete without the Holy Tribunal, which interprets Her will and applies it to the imperfect world of humanity. In the Tribunal there is no authority holier — or higher — than that of its leader, the Immaculate Hand of Our Lady the Goddess. Elected for life by a convocation of priests and priestesses, the Immaculate Hand is regarded as the highest authority on religious matters in the Empire due to their mastery of scripture. Though primarily intended as a religious advisor on the council, the Immaculate Hand’s religious authority arguably makes her the second most powerful person in the Empire after the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2386 to a family long involved in House Caladius, Agnes’ path to the position of Immaculate Hand was anything but clear due to her inability to receive the gift of communion from birth. Though no fault of her own, her lack of this gift prevented the young theologian from joining the ranks of the Inquisitrix as she originally desired, and Agnes instead committed herself to the study of the Goddess and Her words. The young woman proved herself to be a dedicated — if conservative — theologian and a gifted orator, and quickly rose through the ranks of the Tribunal. In 2432, following the death of her predecessor, Agnes was elected Immaculate Hand, the supreme religious authority of the Holy Tribunal.&lt;br /&gt;
&lt;br /&gt;
In her three decades as Immaculate Hand, Agnes has charted a steady course through a quickly-changing Spur. Her reign has seen the addition of the Tenth Edict, codifying the Tribunal’s opinion on augmentations, and generally good relations between the Emperor and both major schools of Tribunalist thought. Additionally she has formally consecrated the largest Tribunalist cathedral abroad, which is located in Mendell City and serves many Dominians employed by Zavodskoi and has worked with the High Inquisitrix to ensure no edict breaker escapes Her justice. But despite her successes the Immaculate Hand grows older each day, and is known to have a poor relationship with the crown princess. What the future holds for her, only the Goddess knows.&lt;br /&gt;
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&lt;br /&gt;
===Great Houses===&lt;br /&gt;
&lt;br /&gt;
A moniker for the five most prominent Houses in the Empire, these families are the most powerful political and economic influencers in the Empire. They currently consist of:&lt;br /&gt;
&lt;br /&gt;
* House Volvalaad - House Colors: Blue, Black - A Human-dominated house. This house&#039;s wealth is in genetics and biological research. Of all the Great Houses, it is the biggest supporter of integration into the wider galactic community.&lt;br /&gt;
* House Caladius - House Colors: Purple Shades - A Human-dominated house. This house&#039;s power lies in its money lending and banking, alongside its many land holdings for which it receives a breathtaking sum in rent money. They also control a large amount of the Moroz Holy Tribunal.&lt;br /&gt;
* House Zhao - House Colors: White, Gray - A Human-dominated house. The power of this great house sits in engineering and its numerous naval contacts. It dominates the navy of the Empire of Dominia, with other houses constituting minor portions of the fleets.&lt;br /&gt;
* House Strelitz - House Colors: Gold and Red - A venerable Human house. Largely a military and martial power, it provides most of the Imperial Army’s officers and equipment. It is also the origin of Dominian honor as it is known today.&lt;br /&gt;
&lt;br /&gt;
===The Imperial Electors===&lt;br /&gt;
&lt;br /&gt;
The five great houses form the only voting group in the Empire of Dominia, the Imperial Council of Electors. These five individuals, leaders of their respective houses, are expected to meet with the Emperor - or Empress - to discuss and pass legislation impacting the entire Empire. Debates amongst the electors can become extremely heated and can be roughly divided along reformist and conservative lines. The reformists - those that seek a more liberal and widely integrated Empire - are led by the Volvalaads with support from House Caladius’ pro-trade faction. The conservatives - those that believe the Empire is fine as it stands and does not need further integration - are headed by the Kazhkz with support from much of House Caladius’ clergy. Houses Zhao and Strelitz, being more militarily-minded, tend to flip-flop on issues depending on Imperial security interests. The Emperor rarely steps into debates himself but, when he does, he is often able to easily shift the argument in his favor.&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 Peerage, Noble Orders, and Titles===&lt;br /&gt;
The Imperial nobility is defined and sorted in prominence by their peerages alongside a complex mixture of noble orders and titles, many of which can trace their origins back to the era before the modern Empire. The Empire’s nobility is well-respected in its core worlds and is regarded as the peak of polite Dominian society. Below is a list of some common titles found in the Empire of Dominia, ordered from highest to lowest in the Empire’s peerage. This should be used as a general guide for the Empire’s nobility.&lt;br /&gt;
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Land-owning nobility going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&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;Royal Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Emperor/Empress: The unquestioned ruler of the Empire of Dominia. This title can also refer to the spouse of an Emperor or Emperess.&lt;br /&gt;
* Crown Prince/Princess: The heir apparent to the throne of the Empire of Dominia, next in line for the Imperial succession. The current heir apparent is Crown Princess Priscilla Keeser.&lt;br /&gt;
* Prince/Princess: Children of the current Emperor that are not the heir apparent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Noble Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Grand Duke/Duchess: The leaders of the Empire’s great houses.&lt;br /&gt;
* Grand Consul: The leader of House Caladius. Unlike a Grand Duke, this position is elected by members of its own great house.&lt;br /&gt;
* Governor: The rule of an Imperial March, one of the Empire’s core worlds. Governorship is not inherited and is instead granted by the Emperor.&lt;br /&gt;
* Marquess/Marchioness: The ruler of one of the systems on the border between the Imperial Core and Imperial Frontier, such as Novi Jadran. Appointed by the Emperor.&lt;br /&gt;
* Viceroy: Ruler of an Imperial Viceroyalty, a colony in the Imperial Frontier. Viceroys are appointed by the Emperor rather than inheriting their title.&lt;br /&gt;
* Duke/Duchess: The immediate subordinates of a governor or viceroy that are responsible for managing regions of a planet. This title is bestowed by a Governor and is not hereditary.&lt;br /&gt;
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&#039;&#039;&#039;House Noble Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Count/Countess: The hereditary ruler of an Imperial province and subordinate to a Duke. Counts can also be the administrators of Imperial military bases, though these Counts are not hereditary. Military Counts retain their title, but not their county, after their posting.&lt;br /&gt;
* Viscount/Viscountess: The ruler of a subdivision of an Imperial province, subordinates of the province’s Count. A hereditary position.&lt;br /&gt;
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&#039;&#039;&#039;Minor Nobles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baron/Baroness: The hereditary ruler of a barony, a small plot of land that has been declared the domain of a family in exchange for their loyalty to the Emperor. Typically answer to a Count or Duke.&lt;br /&gt;
* Lord/Lady: A generic title used to refer to a landless noble lacking other honorifics, such as the children of a noble.&lt;br /&gt;
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&#039;&#039;&#039;Secondary Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baronet: A gender-neutral, landless hereditary title granted by the Emperor or a Governor to a notable commoner family, granting them the status of Primary in the Empire. Often the first step to becoming fully ennobled.&lt;br /&gt;
* Imperial Knight/Dame/Chevalier: A title granted to members of a sanctioned Imperial Order of the Empire such as the Order of the Golden Albatross or The Order of the Broken Mountains. Bequeathed to Primaries, Secondaries, and sufficiently Morozian Ma’zals such as the nobles of Novi Jadran. Holders of the title are not considered nobility through knighthood alone but hold rights and privileges that place them above an untitled Secondary. Whilst regular knights are free to go aboard, those who have achieved significant rank within an Order are expected to remain within the Empire and leaving would see their knighthood stripped from them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==History==&lt;br /&gt;
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===Initial Colonization===&lt;br /&gt;
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The original settlers of the planet of Moroz arrived and founded the city of Nova Luxembourg in July of 2137 within the Mira Sancta System, so named after a belief that the planet would be a bountiful new frontier for humanity. The settlers had been primarily recruited from Europe and East Asia, promised a fertile new home in the deep frontier of human space as many were during this era of colonization. However, these settlers were going farther than any human colonists had gone before. The three colony ships were equipped with a new generation of warp engines that made the trip only take three years and they had been told by their sponsors that terraforming efforts had transformed three barren worlds into utopian paradises to surpass Earth itself.&lt;br /&gt;
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But as the settlers stepped out onto their new home, they found the planet almost entirely frozen. What terraforming equipment had been there had been abandoned for years— the failing states of Earth had effectively sent tens of thousands of people off without making sure they had a home to arrive to. Their mission was not an official United Nations-sanctioned effort, but a disjointed effort between scattered, failing states. Only three years after they landed the United Nations had even ceased to exist - transformed into the Sol Alliance. In the transition red tape and chaotic bureaucracy consumed everything and old data was lost or neglected, including records of the Morozi colonial effort. And with the colonists&#039; warp-based transponder signals broadcasting on phased out frequencies that no longer existed within Sol, Moroz was cut off with no hope of resupply or escape. With no other option, they brought their colony ship to touch down on the planet&#039;s surface.&lt;br /&gt;
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The initial colonists of Dominia arrived in three separate areas, as per the original flight plans of their colony ships. Landing Site Fisanduh was located in &amp;quot;temperate&amp;quot; plains to be utilized for farming that was surrounded by mineral-rich mountain ranges, intended to become the industrial base of the colony— unfortunately for the colonists, the landing zone and its surrounding area were discovered to be quite cold. Landing Site Ofassel was located in the most &amp;quot;fertile&amp;quot; area of Moroz, a relatively temperate region of the planet. Intended to be the &amp;quot;breadbasket&amp;quot; of the planet, the colonists of this landing site viewed themselves as blessed with good fortune compared to their fellows. Landing Site Telminia was located near flat, fertile plains intended to serve as the primary launch point for shuttles coming on and off of the planet. Exacerbating the issues of the colonists upon landing was the failure of their local warp-based transponders, meaning that the three landing sites developed isolated of one another for some time.&lt;br /&gt;
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===The Forgotten Colony===&lt;br /&gt;
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After landing, all three colony ships were unable to relaunch due to a lack of fuel. In this harsh environment, the colonists quickly learned how to adapt and overcome through a variety of means. Some overcame through unity, while others tried more radical methods.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Fisanduh, the name of the mountainous region in which they had settled, the colonists managed to quickly adapt to their harsh circumstances. They unloaded crate after crate of heavy equipment originally intended for mining and industrial work, managing to establish the respectable city of Neubach in the foothills of the Fisanduh Mountains. The colonists of Fisanduh opted to unify as a whole to conquer their harsh environment and managed to avoid the radical measures undertaken by other landing sites due to the strength of their unity. As the area around Landing Site Fisanduh expanded, and it became clear that the original colonial staff would no longer be able to manage it all, the Confederated States of Fisanduh were formed. To the members of the Confederacy, there was no such thing as a Primary, Secondary, or Tertiary - there were simply Confederates. To the members of other states, however, the population of the Confederated States is primarily Secondaries, due to the lack of a colonial rationing program or nobility.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Ofassel the colonists were more religious than their fellows, being primarily recruited from Eastern Orthodox populations. When faced with the hardship they relied on their faiths to guide them through the harsh initial years of the colonial process, and the clergy quickly became a wealthier and better-fed class than their contemporaries. The religious class of Ofassel was taller, stronger, and more educated than their fellows that worked in the agricultural industry and quickly began co-opting control of the landing site from the small staff of colonial administrators sent along with the ship. It was not until an administrator, a senior official named Valentia Caladius, proposed an alliance with the clergy that the settlement truly began to prosper. The start of the Holy Kingdom of Domelkos grew out of this political alliance, as did House Caladius. The importance of the religious leaders to the Holy Kingdom led to a great amount of emphasis being placed on them, with many referring to them as the &amp;quot;first and most important citizens&amp;quot; of the Holy Kingdom. Over time, this would simply be shortened to &amp;quot;Primaries.&amp;quot;&lt;br /&gt;
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At Landing Site Telminia, two families rapidly came to prominence: the Zhao family, a group of engineers involved in ensuring that the engines that powered their capital of Nova Luxembourg kept running, and the Volvalaad family, a group of scientists responsible for the genetic engineering of crops and livestock to prevent the starvation of the colony. The two families would eventually rapidly expand their capabilities and power, with the Zhaos becoming prominent engineers and the Volvalaads moving into human genetic manipulation. They would also, through a combination of their power and manipulation of the colonial bureaucracy, turn the landing site into a monarchy controlled by the two families - now referred to as House Zhao and House Volvalaad. Eventually, they would refer to themselves as the Imperial Alliance of Zhao and Volvalaad. Or, more simply, the Imperial Alliance of Telminia. The engineers of House Zhao were lucky to create a working long-range radio system shortly after landing, which put them into contact with the fledgling Holy Kingdom of Domelkos. The religion of the Holy Kingdom spread to the Imperial Alliance as the two groups grew closely together due to their similar systems of government and similar state of quasi-castes. The nobility of the Imperial Alliance was, like their contemporaries in House Caladius and the Holy Kingdom&#039;s clergy, generally taller and stronger than their commoner counterparts due to a better diet. The caste system of the Imperial Alliance was further reinforced by a primitive version of the later blood debt, in which those living under the control of a noble paid them in service or goods to reside on it.&lt;br /&gt;
&lt;br /&gt;
By 2300 these three groups had grown significantly from their original sizes. The Confederated States had expanded to become a major industrial powerhouse in the Fisanduh Mountains and area around them, but remained behind their mountain ranges aside from the occasional expedition due to the hostile attitude of the Holy Kingdom, occupying western areas surrounding the mountain range— and Imperial Alliance— occupying the eastern regions surrounding the mountain range. Due to the differences between the Confederacy and the Holy Kingdom-Imperial Alliance coalition, conflict was inevitable at some point. It would come in 2355 when the Imperial Alliance and the Holy Kingdom gave the Confederated States an ultimatum: bend the knee and come into the fold as a unified Moroz, or resist and be annihilated. The democratic Confederated States opted to resist, and the bloodiest war in the planet’s history began.&lt;br /&gt;
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===The War of Moroz===&lt;br /&gt;
&lt;br /&gt;
Lasting almost a full century, the &amp;quot;Holy Crusade to Unite Moroz&amp;quot; as it is called in the Empire of Dominia (the Confederacy refers to it as the &amp;quot;War for Liberty&amp;quot;) economically and militarily devastated the planet. While the war began with victories for the Coalition outside of the Fisanduh Mountains, it became a stalemate when the mountain range was reached by Coalition forces. The Fisanduhian Army had fortified the passes through the mountains and was not willing to give territory. The full might of the Confederated State&#039;s industrial economy was used to defend its harsh mountainous environments while the Coalition turned its biological prowess towards breaking the stalemate. The foundation of the modern geneboosted Primaries originated from this effort to produce more effective soldiers.&lt;br /&gt;
While the Coalition tried their best to break through, they could not. There were breaks in the warring, but they were only temporary ceasefires - simply interludes in what the Coalition viewed as a holy war and the Confederated States viewed as a war for its existence.  But in 2384, after decades of war, the balance of power shifted dramatically.&lt;br /&gt;
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===2356 - Contact with the Wider Spur===&lt;br /&gt;
&lt;br /&gt;
During the initial months of the War of Moroz, in the hectic mass of radio communications between the two sides, a long-range radio station in Jinxiang picked up an unusual signal in an odd dialect of what they assumed was Vulgae Morozi. None in the station could tell what the communications were, and a House Strelitz codebreaker was summoned in an effort to break what the station assumed was a Fisanduhian cypher. The codebreaker, while unable to decipher the language, summoned a linguist who deciphered the communication and discovered the truth of the message.&lt;br /&gt;
&lt;br /&gt;
The message was a communication from the Solarian Alliance to a survey ship involved in the Warp Gate Project, and had been sent at least a year prior. The message itself was an order to inquire as to the status of Sun Reach, a planet then unknown on Moroz. While not directed at the Morozians, this was the first time they had discovered other humans remained in the Spur. A message was sent in response and the Alliance acknowledged it, and confirmed they did not intend to interfere in Morozian affairs. It was a tremendous day, and 18 December remains widely celebrated throughout the Empire as the day the broader Spur was recontacted.&lt;br /&gt;
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===2384-86 - The Collapse of Fisanduh===&lt;br /&gt;
&lt;br /&gt;
In late 2384 the Imperial Alliance and the Holy Kingdom made a desperate move. House Zhao was confident in its ability to launch a functional spaceship fleet after decades of research alongside House Volvalaad with the aim of flanking the Fisanduhian lines and deploying elite geneboosted commandos of House Strelitz to destroy the Fisanduhians from the inside. An infantry captain from the Imperial Alliance, Wilhelm Strelitz, was chosen for his exceptional faith in the Morozian Holy Tribunal and leadership abilities. As Captain Strelitz and his crew launched, they were firm in their faith that they would aid them. As the ships took off with their troop compartments full of crack Strelitz troops, all aboard prayed that this would be the end of the bloody war. In the Imperial Palace, the Emperor himself is said to have prayed for the success of the mission.&lt;br /&gt;
&lt;br /&gt;
The Confederated States were not prepared for an orbital assault by the commando units on all their major cities, including their capital of Neubach, with their lines collapsing as Imperial Army troops surged across the borders. By early 2384 the government of Fisanduh had collapsed, but never signed surrender terms to the war, instead opting to enact &amp;quot;Plan SCRAM&amp;quot; and start an insurgency. The last Prime Minister of the Confederated States, Helga Kesselring, shot herself while draped in the standard of the States rather than be taken prisoner. No fully intact copy of Plan SCRAM has ever been recovered from Moroz due to the Confederated States&#039; efforts to destroy sensitive documents in the final hours of its existence as an official government - the only recovered parts of it are a two-page section: a title page reading &amp;quot;PLAN SCRAM&amp;quot; and a second page reading &amp;quot;DESTROY ALL INFORMATION PAST THIS PAGE AFTER READING.&amp;quot; By 2386 the entire region was declared secure.&lt;br /&gt;
With the reunification finally completed at long last, the Imperial Alliance and the Holy Kingdom joined hands with the formation of the Empire of Dominia and the coronation of Godwin Keeser, the ruler of the Imperial Alliance, as the first Emperor of Dominia. The years that followed his coronation on the 29th of June, 2385, would be a time of great change for Moroz.&lt;br /&gt;
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===2385 - The Early Empire===&lt;br /&gt;
&lt;br /&gt;
The first true Emperor of Dominia, Godwin Keeser reigned from 2385 until his death from old age in 2437. During his rule the newly-formed Empire of Dominia would go from a minor power to a regional force on the level of the nearby Republic of Elyra. Domestically, Emperor Godwin was faced with repeated issues in Fisanduh as the Empire attempted to bring it under control while expanding abroad. Ultimately the 2402-03 Navy Day Uprising, which saw the Empire lose control over Inner Fisanduh, would prove to be the greatest failure of his reign.&lt;br /&gt;
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Under Godwin’s reign the Empire flourished and its modern institutions began to take shape. He formalized the Imperial military’s structure, much of its colonial bureaucracy, its use of privateers, and the primacy of Morozians over the Empire. Emperor Godwin, while never managing to establish formal relations, did establish ties to the Southern Reaches of the Solarian Alliance and the then-Solarian system of Tau Ceti. When he passed from the material world into Her loving embrace in 2437, he left behind a nation which — while unable to directly challenge the Coalition of Colonies — was a regional power capable of elbowing its way into the broader Spur. His eldest son, Boleslaw Keeser, was left to rule over a significantly more stable and powerful state than the Imperial Alliance his father had inherited.&lt;br /&gt;
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===22 July 2437 - Emperor Boleslaw’s Coronation===&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
As Emperor Godwin departed into the loving arms of the Goddess on 18 July, 2437, plans had already been made to crown his eldest son as the new Emperor of Dominia. The new Emperor’s coronation in Nova Luxembourg was the first such ceremony viewed by the wider Spur, and was attended by representatives from various Solarian systems, some Coalition member states, Elyran diplomats, and others. Following three days of national mourning the Immaculate Hand placed the Imperial crown upon Boleslaw Keeser’s head, and the second ruler of the vastly expanded Empire was born, with its domain now stretching from Nova Luxembourg to Sun Reach.&lt;br /&gt;
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===2437 - The Modern Empire===&lt;br /&gt;
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Under Emperor Boleslaw’s reign the Empire has continued to prosper, though many view the current Emperor as not having surpassed his father. His reign has seen the addition of a new — yet controversial — great house in 2440 with the arrival of House Kazkhz, further improvements to Morozian infrastructure, and more cooperation with the broader Spur. Notably, NanoTrasen established formal business relations with the Empire in 2452 while Zavodskoi Interstellar did so in 2441. The Empire was one of the first stellar nations to recognize the newly-independent Republic of Biesel and has had a cooperative relationship with it ever since.&lt;br /&gt;
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Boleslaw’s reign has seen more conflict with the broader Spur than his father’s, particularly with the nearby Republic of Elyra, and has brought the Empire into worse relations with the Coalition of Colonies through expansions of its privateering and aggressive use of the Imperial Fleet against unaligned frontier worlds near the Empire to annex them. Military expansions throughout his reign have seen the Empire’s continued expansion toward the territories formerly controlled by the Alliance, where it repurposes Solarian hegemonic era structures for its own resource extraction needs. Some in the Empire call this an unsustainable expansion which will inevitably draw it into conflict with the wider Spur, but none can deny the resources brought by its expansion aid its continued growth. Internally, Inner Fisanduh remains an issue and many of the great houses are rumored to look poorly upon House Kazkhz for their recent arrival and Emperor Boleslaw’s favor of them.&lt;br /&gt;
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In the 2460s, with the shadow of the phoron crisis beginning to fade, Emperor Boleslaw continues to reign, but he is increasingly elderly and infirm. As more and more of his duties are taken over by the heir apparent, Crown Princess Priscilla, the Empire looks towards the future with trepidation. Priscilla, when she ascends, is anticipated to be more liberal than her father, and none can anticipate what this outlook will bring to the issues currently facing it.&lt;br /&gt;
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==Dominian Society==&lt;br /&gt;
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===Primaries===&lt;br /&gt;
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The Primaries are the noble and liturgical classes of the Dominian Empire&#039;s humans, though the noble class of Dominia often sees Secondaries adopted into it. Due to centuries of eating better than their commoner and lay counterparts, Primaries are physically larger and more imposing than their Secondary cousins. Secondaries that are elevated to nobility, though still primaries, tend to be slightly shorter than older families. Dominians (or Morozians, if you are from the former Confederated States) of this social class are not typically found in Fisanduh due to its lack of nobility and can reach heights of six feet in both genders. &lt;br /&gt;
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Land-owning Primaries going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 6&#039;5&amp;quot;. The older a noble lineage, the taller they will be on average. &lt;br /&gt;
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&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;4&amp;quot; - 6&#039;3&amp;quot;. The older a noble lineage, the taller they will be on average.&lt;br /&gt;
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===Secondaries===&lt;br /&gt;
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Secondaries are the commoners and laypeople of Moroz, those on the planet lacking noble titles or liturgical positions. Exceptional Secondaries are often ennobled, becoming Primaries. They make up the bulk of Moroz&#039;s population but are the second-most populous group overall in the Empire after Ma&#039;zals. Secondaries as a whole tend to be smaller than Primaries (though there are exceptions) and represent a more diverse social class than the Primaries do, but are a part of the same Morozian ethnic and cultural group. The key difference between the two classes is the presence of a noble title. In the Empire proper, Secondaries form the core of the Moroz Holy Tribunal and Imperial society as a whole. Within the former Confederated States, Secondaries are instead referred to as &amp;quot;Morozians.&amp;quot;&lt;br /&gt;
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Recent Unathi immigrants from outside the Empire, or those rejected by the Kazhkz-Han&#039;san, are considered Secondaries. Unathi Secondaries are very rare, with most of them eventually either being adopted into House Kazhkz-Han&#039;san or leaving the Empire for greener pastures.&lt;br /&gt;
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&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;1&amp;quot; - 5&#039;4&amp;quot;&lt;br /&gt;
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===Ma&#039;zals===&lt;br /&gt;
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A blanket term used to refer to those citizens— or subjects— of the Empire that are not from Moroz, Ma&#039;zals represent the Empire&#039;s underclass. They are an extremely diverse group that tends to be generally rebellious, and resistant to Imperial control. Those that do opt to side with the Empire have either been integrated into the Empire&#039;s colonial system or are turncoats. Ma&#039;zals also form a large population in the Coalition of Colonies, as they often flee from the Empire through whatever means are available. Ma&#039;zals form the backbone of the [[Dominian Imperial Military]] and can rise to great heights in the Imperial Army, though the majority never rise beyond the most junior officer ranks.&lt;br /&gt;
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Ma’zals, while diverse, can be divided into three distinct groups that the Empire of Dominia keeps track of. The largest of these groups are the &#039;&#039;&#039;“regular” Ma’zals&#039;&#039;&#039; of the Empire that have yet to fully accept Imperial rule. These Ma’zals are generally found on recently conquered planets and tend to be the most resistant to Imperial control, with violent resistance not being uncommon. No matter how much the Empire tries there are always those that continue to resist even after most have accepted their status as Imperial subjects, and House Strelitz often becomes involved in counter-insurgency warfare on Imperial colonies. However, in due time, these Ma’zals will eventually bend the knee to Imperial rule; in part due to the next, and smallest, category of Ma’zal.&lt;br /&gt;
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The so-called &#039;&#039;&#039;&amp;quot;Elevated Ma’zal,”&#039;&#039;&#039; is an unusual and often misunderstood figure both inside and outside of the Empire of Dominia. Originally an “invention,” of House Caladius, the men and women that make up this category of Ma’zals are trained to serve as bureaucrats in the massive bureaucracy of the Empire of Dominia. This has quite a few advantages as the Elevated Ma’zals know the planet, understand the local language and customs and can be utilized as a friendly face for the Empire’s control of the planet. Sometimes referred to as the “nobility of the Imperial frontier,” Elevated Ma’zals will often— with blessings from House Caladius of course— form their own noble houses and orders, assuming they are not integrated into House Caladius. These frontier houses are generally always affiliated with House Caladius, and have proven to be a valuable ally of their merchants.&lt;br /&gt;
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The final category of Ma’zals are those that have accepted Imperial rule and now live as full citizens of the Empire. The &#039;&#039;&#039;“Integrated Ma’zals,”&#039;&#039;&#039; of the Empire make up a smaller portion of the total Ma’zal population than their non-integrated counterparts but possess a greater amount of economic power than their rebellious counterparts and are, though not fully Morozian, considered to be loyal subjects of the Emperor and Goddess alike. The loyalty of some Integrated Ma’zals is so great that many are often awarded the prestigious title of Honourary Morozian, also referred to as “Morozian beyond the void,” in some areas, which represents that they have demonstrated a very high level of commitment to the Empire. Such an award is accompanied by immediate ennobling with the great house that recommended the award be bestowed.&lt;br /&gt;
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===Geneboosting===&lt;br /&gt;
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A technique dating back centuries, geneboosting is descended from colonial efforts to genetically engineer species adapted to the harsh Morozian climate. Geneboosting was originally used on humans by the Volvalaads at the behest of House Strelitz with the intent of improving the Imperial Army&#039;s officer corps before being adopted by House Volvalaad as a way to create a better class of nobility. Geneboosting is done during the fetal development stage. It greatly enhances the natural genetic structure of the patient, removing flaws and emphasizing strengths. &#039;&#039;&#039;This form of genetic modification is limited to the nobility due to the high cost and status associated with it&#039;&#039;&#039;. The effects lead to enhanced attributes and appearances: those geneboosted are stronger, faster, more able, and much longer-lived than their non-geneboosted counterparts. Geneboosted playable species tend to be slightly taller than average, with humans becoming as tall as 6&#039;8&amp;quot; (2.03m) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to being prohibitively expensive. Talks with Zeng-Hu to improve upon Dominia&#039;s pre-existing gene boosting techniques have not yielded results.&lt;br /&gt;
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===Dominian Heads of Staff===&lt;br /&gt;
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As a result of the Empire&#039;s fanatical outlook on certain issues such as synthetic life and edict breakers, Dominian heads of staff are fairly rare aboard Stellar Corporate Conglomerate facilities such as the SCCV Horizon. Those that do pass through the requirements needed to become a head of staff are typically considered to be liberals (or, rarely, reformists) in the Empire and typically belong to or are affiliated with a Great House, with House Volvalaad having the greatest representation abroad and House Caladius following closely behind. Nevertheless, they must still go through a great amount of orientation in order to adapt to life aboard such a cosmopolitan vessel.&lt;br /&gt;
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Dominians that are elevated to a leadership position within the Conglomerate are regarded to be the best and brightest of the Empire by the cartel and are highly-regarded by the for their professionalism and honor despite some difficulties in working with IPCs and other forms of synthetic life. Please note that playing a Dominian head of staff is not an excuse to make a player&#039;s round miserable just because they&#039;re a synthetic.&lt;br /&gt;
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==Languages==&lt;br /&gt;
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The Empire is a multilingual society divided between High Morozi, a Tradeband dialect, and Vulgar Morozi, a Sol Common dialect, along with various Unathi dialects, such as Sinta’Azaziba, and Freespeak. Which of these languages one speaks are generally determined by one’s class and planet of birth. Among the Primary aristocracy and natives of the Imperial Core High Morozi is often the first, and primary, language, with Tau Ceti Basic and Vulgar Morozi fluency viewed as the sign of a good upbringing and education. Primaries who do not speak Vulgar Morozi are extremely uncommon, and those who do not speak the language are generally looked upon poorly by their peers. Many Secondaries speak Vulgar Morozi as their first language, though this varies from family to family.&lt;br /&gt;
&lt;br /&gt;
As one travels further from the Imperial Core, High Morozi begins to rapidly disappear as a first language and is replaced with its Vuglar counterpart, or with Freespeak. Often pejoratively known as “Gutter,” or “Rebel-Speak,” by Dominians the language is associated with the uncivilized frontier. Speaking Freespeak, even if one has knowledge of the language, is considered to be a major faux pas.&lt;br /&gt;
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==Synth Relations==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHARACTERS ABOARD THE HORIZON HOLDING DOMINIAN CITIZENSHIP WHO ARE DISCOVERED BY THE DOMINIAN GOVERNMENT TO BE INVOLVED IN ANY KIND OF INTIMATE RELATIONSHIP WITH AN IPC MAY BE EXTRADITED TO DOMINIA TO FACE PUNISHMENT FOR BREAKING THE FIFTH EDICT AND FOR DEGRADING THE IMAGE OF THE EMPIRE ABROAD. EXTRADITED CHARACTERS WILL NO LONGER BE PLAYABLE ABOARD THE HORIZON AND MAY BE SUBJECT TO THE PUNISHMENTS OF LIFE IMPRISONMENT, PERMANENT EXILE, OR DEATH.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dominian hatred of synthetic life stems from its deep faith in the Holy Tribunal and all positronics are sought out and destroyed upon entering Dominia space. To Dominians, higher level Synthetic life like self-aware AI and IPCs are ontologically evil. Interestingly, to observers, there seems to be a disproportionately high number of shell IPCs present in the sector compared to those beliefs. Rumors that Emperor Boleslaw Keeser declares political rivals untagged shells before black bagging them have been vehemently denied by the Empire.&lt;br /&gt;
&lt;br /&gt;
Imperial citizens working abroad in human space often interact with synthetics. In foreign lands, Dominians are expected to maintain some degree of tolerance in the presence of synthetics, abomination though they may be, in order to continue being permitted to work in these environments. While robots, or synthetics without a positronic brain or similar, are not objectionable to the Tribunal, citizens who refused to work alongside AI or IPCs would soon find themselves out of work and are expected to cooperate with these entities when their occupation demands it.&lt;br /&gt;
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==Dominian Extradition==&lt;br /&gt;
While the Empire&#039;s subjects may live and work outside of its borders, they are still expected to uphold the Empire&#039;s reputation abroad. This includes acting in a way that would not embarrass or otherwise be an affront to Dominia or its interests. Should a Dominian citizen abroad be caught perpetrating either of these acts, they may be investigated by His Majesty&#039;s Imperial Diplomatic Service and extradited by local authorities back to Dominia in order to receive the proper punishment from a Dominian court. For purposes of Dominian characters living and working aboard the SCCV Horizon, the information relevant to this procedure is detailed below.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia has an extradition treaty with the Republic of Biesel. It can exercise this treaty to hold investigations pertaining to the conduct of Dominian subjects inhabiting Biesellite space and extradite them back to Imperial space if a breach of an Imperial Edict or other behavior which may besmirch the Empire&#039;s reputation abroad is found. Extraditions and investigations may only be conducted at the request of a consular or if a Dominian character&#039;s conduct is so egregious as to warrant notice by His Majesty&#039;s Imperial Diplomatic Service without the aid of a consular. Dominian Consulars found to be abusing this power or otherwise using this power dishonestly will be considered as breakers the Sixth Edict and will be summarily ejected from His Majesty&#039;s Diplomatic Service and extradited back to the Empire themselves to face punishment. The expediency of an investigation or extradition decision is balanced by a number of factors including an accused person&#039;s class, the severity of the alleged crime, and the amount of evidence weighing against them or in their favor. For example, the most scrutiny and expediency would be paid to Primaries and those accused of flagrantly breaking Tribunalist edicts or plotting against the empire. The processing of extradition requests typically takes a few days, but exceptions can be made if the crime or embarrassment to the Empire&#039;s pride would warrant that the process be expedited. If an investigation or extradition has been requested concurrently with a request for asylum or refugee status with another faction in the setting, the request for asylum &#039;&#039;&#039;DOES NOT&#039;&#039;&#039; nullify any investigation or extradition request unless asylum is granted. Whichever completes first, the asylum-seeking process or the extradition process, is what holds. Extraditions from the SCCV horizon are conducted by Biesellite or SCC authorities in cooperation with His Majesty&#039;s Imperial Diplomatic service. Judgements on extradition and investigations are made by the Human Lore Team and cannot be appealed. &#039;&#039;&#039;Through playing a Dominian character, players implicitly consent to be bound by the decisions made by the Human Lore Team in the event their character is investigated or extradited.&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Factions]]&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=Empire_of_Dominia&amp;diff=34910</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=34910"/>
		<updated>2024-12-17T10:52:18Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Great Houses */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = Mira Sancta&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = High Morozi (Tradeband), Vulgar Morozi (Solarian Common)&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Empire of Dominia&#039;&#039;&#039;, often simply referred to as “the Empire,” is a heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the Mira Sancta System. This autocratic state is presently ruled by His Imperial Majesty &#039;&#039;&#039;Emperor Boleslaw Keeser I&#039;&#039;&#039;. The Empire of Dominia was proclaimed in 2385 by Emperor Godwin Keeser, the father of Boleslaw Keeser. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socioeconomically stratified due to the so-called blood debt, known as the Mor’iz’al. All citizens are born with the Mor’iz’al debt in exchange for the privileges of citizenship, a debt that takes some a lifetime or more to pay off. Imperial society is heavily divided by class and the Mor’iz’al blood debt is a very important part of Imperial society. Many in the Empire follow a strict code of honor, which originates with its great houses. The Empire is considered by many to be a threat to the free frontier. Its state religion is the Moroz Holy Tribunal which lays a heavy hand upon the Imperial government, with their edicts enforceable as law and those that violate its edicts being referred to as “edict breakers,” a class of unpersons actively hunted down by the government. Perhaps the most famous export of the Empire is the gene-boosting techniques it has carefully developed over centuries, though they lag behind the Skrell. It remains highly imperialistic and somewhat isolated but has recently made strides to enter further into the galactic stage. “In the Goddess’s Name, So Shall It Be Done” is commonly regarded as the unofficial motto of the Empire, due to the association of the phrase with the Tribunal.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
&lt;br /&gt;
Based on the 2459 Imperial Census, the total population of the Empire is roughly fifteen billion, though this number has grown in the intervening years. Citizens from the Imperial Core tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunal&#039;s power. As one travels outwards from the Imperial Core loyalty to both Emperor and Goddess slowly fades, and the presence of the Imperial Army increases in response.&lt;br /&gt;
&lt;br /&gt;
Citizens of the Outer Empire or &amp;quot;Imperial Frontier&amp;quot; tend to lack loyalty to both the throne and the Tribunal, largely due to being conquered by force rather than colonized by Morozians as the Dominian core worlds were. Many subjects are new to the Empire in these regions and are unwilling to bend the knee, leading to a great number of military units being stationed here. Imperial frontier subjects have a reputation for being uncivilized in the Inner Empire. They tend to be unwilling to convert, with these regions seeing higher amounts of edict-based executions.&lt;br /&gt;
&lt;br /&gt;
====[[Moroz]]====&lt;br /&gt;
The capital planet the Empire with roughly six billion residents. The planet is largely dominated by its large polar circles which encompass around 70% of the planet’s surface. Moroz is by far the wealthiest settlement in the Empire and owes much of its wealth to the extraction-based economics of Dominian imperialism, which has led to some resentment from other planets in the young Empire.&lt;br /&gt;
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====Zhurong====&lt;br /&gt;
[[Image:Minimap Dominia.png|thumb|A closer image focusing on the planets and territory of the Empire.]]&lt;br /&gt;
Colonized in 2367 by the combined efforts of the Imperial Alliance and Holy Kingdom of Domelkos, the Imperial Mandate of Zhurong is the Empire’s oldest continuous colony. Zhurong is home to plentiful mineral deposits which form the backbone of the local economy, and have ensured the planet is the beating industrial heart of the Empire and its Fleet. Its capital Hongse Chengbao, literally translated as Red Castle, is in one of the few stable regions of the planet and takes its name from the large Imperial Fleet Arsenal which was established there in the early 2370s. Much of the planet’s surface outside of the stable regions is constantly shifting and exposing new mineral deposits which the Empire readily exploits by using large mobile mining walkers designed to withstand the frequent earthquakes and volcanic activity Zhurong is known for. The planet is known to be far hotter than Moroz and local fashion discards the long sleeves and heavy coats of Moroz for short sleeves and lighter fabrics.&lt;br /&gt;
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In both the present day and historically Zhurong has served as a critical industrial hub for the Empire which produces many of its weapons of war, ranging from humble infantry rifles to the venerable Moroz-class dreadnoughts of the Imperial Fleet. Most in House Zhao, which has long dominated Zhurong, believe the War of Moroz was won in Zhurong’s factories and orbital shipyards. The ever-increasing demands of the Empire’s colonial conquests has resulted in the Admiral-Governors of Zhurong creating the Red Castle System: a decree which divides the planet into a series of counties which are ruled by minor nobles or qualified Secondaries affiliated with House Zhao. Appointed by the Admiral-Governor, these Counts and Countesses are responsible for ensuring the quotas set for Zhurong by the Imperial Council are met. If they are not met, the rulers can simply be removed. Despite the risk of removal some families have had a great deal of success as Counts minted by the Red Castle, and have made themselves and their holdings immensely wealthy in the process.&lt;br /&gt;
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Perhaps the most successful of the Red Castle Counts is the Kaneko family, a group of minor nobles who are responsible for large-scale steel production in Kaneko County. Unfailing in their loyalty to House Zhao and the broader Empire, House Kaneko is known for its fair and relatively meritocratic policies towards its subordinates, including its Ma’zal workers, and has never once failed to meet its assigned quotas. Their family crest — a yastr holding a forging hammer in its claws — is stamped on every piece of steel they forge and is a common sight throughout the Imperial military. House Kaneko’s motto — Zhurong Steel — has become a slang term in many corners of the Empire for a high-quality product which will not fail. The family has consistently refused offers to integrate it into House Zhao, citing their role as servants of House Zhao above all things. More cynical souls have pointed to House Kaneko’s independence allowing for it to more easily interact with foreign companies, such as Zavodskoi Interstellar.&lt;br /&gt;
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Those beneath these Counts and Countesses are primarily Ma’zals and less wealthy Secondaries, though some minor nobles can be found in administrative positions across the planet. The factories and mineral fields of Zhurong are a common destination for Ma’zals looking to quickly work off their Mo’ri’zal, and those of their family, despite the hazards associated with working in the mineral fields. Earthquakes and volcanic activity are two major hazards which face the mining walkers of Zhurong, and injuries can be quite common among the planet’s miners despite safety standards and protective equipment demanded by the Admiral-Governor for all miners. In the factories in orbital works of Zhurong life is significantly safer but pay is lower. Zavodskoi Interstellar, a recent partner of the Empire, has begun to invest large amounts of funds into the planet’s industrial infrastructure, and Zhurong’s fortunes seem to have improved greatly through cooperation with Zavodskoi. Some in the broader Spur have whispered of Zavodskoi’s intent to turn Zhurong into their version of [[New Hai Phong]] — an industrial planet which they can cite as a major accomplishment and source of income.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
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====Zhurong Imperial Shipbuilding====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Let me phrase this in a way even you can understand, Grand Consul. A sculptor cannot function without her materials, yes? The resources you will be diverting into this pet project of yours are my materials, and my sculpture is our Empire!”&amp;lt;/i&amp;gt; — Grand Admiral Huiling Zhao during discussions preceding the creation of ZIS.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhurong Imperial Shipbuilding&#039;&#039;&#039; is a Zavodskoi Interstellar affiliated company subordinate to the larger Zhao-run Zhurong Imperial Naval Arsenal (ZINA) which is located on the Empire of Dominia’s industrialized core world of Zhurong. The ZIS is focused around, as the name implies, the construction of ships but has a focus on civilian hulls rather than military ones. Founded in 2462 after the construction of multiple shipyards in orbit of the industrial planet [[Empire_of_Dominia#Zhurong | Zhurong]] by House Zhao and funded by House Caladius, ZIS is  a successful attempt by the Empire to force Hephaestus Industries out of a market, in this case the need for civilian and industrial vessels within the Empire of Dominia, and replace it with a native Dominian company. &lt;br /&gt;
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Contemporary Operations and Influence: Currently, the ZIS profits along the Great Houses of the Empire, using the raw resources of newly conquered frontier worlds to build the vessels which transport those resources from the frontier worlds. By cooperating with both  House Zhao and Caladius and focusing their efforts on civilian vessels rather than military ones, ZIS has come to hold a near monopoly over the construction of those vessels within the Empire, and limitations on other megacorporations places by the Chief Commissioner of Economic Development ensure their position remains secure. Outside the empire they currently compete with Hegeranzi Starworks, a Hephaestus subsidiary for markets not only in the Badlands but across the Spur. Currently, the Starworks has a leading edge due to the help of Hephaestus Industries and ZIS’ focus on serving the Dominian market first. However, ZIS is increasingly finding an edge in more specialized vessels and equipment compared to the mass production design of the Starworks. ZIS works closely with Zavodskoi Industries, who buys their ships for sale outside of the Empire. Zavodskoi also provides many skilled engineers for the ZIS through a work contract program. Most ZIS employees not affiliated with Zavodskoi are Ma’zals from the Imperial Frontier seeking better work and higher wages to pay off their Mo’ri’zal. These Ma’zals are typically supervised by Secondaries, who make up the vast number of white-collar jobs found in both ZIS and its parent company, ZINA.&lt;br /&gt;
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&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Lord Master of the Shipyard (CEO): Lanying Zhao&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though criticized by many in House Caladius for being clear evidence of Imperial Fleet meddling in the affairs of civilian shipbuilding, the Admiral-Governor of Zhurong has doggedly maintained her position as Lord Master of the Shipyard through her own influence, vast talents, and the patronage of the Grand Admiral. Lanying’s tenure as ZIS’ first, and so far only, leader has been relatively unpopular with House Caladius due to her repeated choices to direct ZIS resources into ZINA, which she also controls, despite protests by many merchants. Conversely, these choices have made her quite popular with her own house. Rumors have recently spoken of the Admiral-Governor, a woman bored half to death by her duties, resigning her position as soon as a successor emerges. Only time will tell if these are true.&lt;br /&gt;
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&#039;&#039;&#039;Master of Production: Xiu Zhao&#039;&#039;&#039;&lt;br /&gt;
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The mind behind many ships used by civilian and military actors across the Empire, Xiu Zhao is often regarded as one of the house’s greatest contemporary engineers. Serving as Master of Production is something of a retirement for the old engineer as he is now responsible more for production schedules than military vessels. Some say it is more a punishment than retirement for his promotion and production of the somewhat inefficient Empire-class cruiser, but House Zhao has been quick to deny these rumors. Regardless of why he is there Xiu has proven to be an effective technical mind, though he often finds himself in conflict with Lanying over how best to allocate resources.&lt;br /&gt;
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&#039;&#039;&#039;Commissioner of Finance: Annette Caladius&#039;&#039;&#039;&lt;br /&gt;
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The comptroller of ZIS’ budget, Annette Caladius — otherwise known as the Countess of Saint’s Landing on Alterim Obrirava — is a woman often frustrated by her associates on the executive committee. Much of her time is spent thwarting Zhao plots to funnel more money away from ZIS and its merchant ship production. The time which is not spent doing this is often instead spent managing the affairs of her distant, though religiously important, holding or meeting with the myriad House Caladius-affiliated merchants. Countess Caladius is almost always surrounded by a throng of Secondary and Ma’zal clerks, secretaries, and functionaries who work tirelessly to ensure the will of House Caladius is carried out at ZIS. While the Countess has won great approval in her position she has long yearned for more, and some believe she is merely using ZIS as a springboard to launch herself into the position of Grand Consul — House Caladius’ elected leader.&lt;br /&gt;
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&#039;&#039;&#039;Chief Supervisor of the Shipyard: Henryk Gottfried&#039;&#039;&#039;&lt;br /&gt;
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An Imperial Knight with a long history of service in the Imperial Fleet, Sir Gottfried is the only Secondary on ZIS’ executive committee. A former Fleet logistics officer assigned to the elite First Battlefleet, his organizational skills — and family connections to House Zhao — made him an ideal candidate for the position of Chief Supervisor of the Shipyard, and he is now responsible for much of the day-to-day running of ZIS. A Fleet man to the core, Gottfried is not unwilling to shift ZIS resources to Fleet projects if the Governor-Admiral or Grand Admiral deem it needed.&lt;br /&gt;
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&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
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With the shipyards of the Zhao-dominated Zhurong Imperial Naval Arsenal almost entirely focused on the construction of military vessels and their accessories, the Empire, and House Caladius, found itself struggling to transport resources from their expanding frontier colonies to the Imperial Core for use in heavy industries or other economic activities. The Empire, ever wary of outside influence, curtailed the expansion of [[Hephaestus Industries]], who had been attempting to enter the market with their ships produced by [[Unathi_Guilds#Hegeranzi Starworks | Hegeranzi Starworks]], one of their subsidiaries. House Zhao was instructed by the Emperor and Chief Commissioner of Economic Development Izla Caladius to create an imperial company to supply ships for the empire&#039;s industry, being the great house most familiar with shipbuilding. As the Zhaos were more obsessed with their military shipyards however, they came to an agreement to work closely with Zavodskoi Interstellar, a well respected company in the empire, to accomplish their orders with minimal effort. Were it not for Zavodskoi, the ZIS would be an often ignored and poorly supplied organization. &lt;br /&gt;
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Many in House Zhao, including — according to the Fleet’s rumor mill — the Grand Admiral herself, resent ZIS for taking up valuable manpower, resources, and time which could have instead been diverted to the Imperial Fleet’s arsenal, and perhaps allowed for the construction of a third of the feared Moroz-class dreadnoughts. But the House and the Imperial Fleet are not blind to the reality of the situation: while the existence of ZIS may result in a small decrease in materials sent toward what truly matters, more ships for the ever-complaining House Caladius will allow the Fleet to divert its cargo transports toward more important tasks. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Alterim Obrirava====&lt;br /&gt;
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A lush and Earthlike planet in a system rich in Helium-3, the Imperial Mandate of Alterim Obrirava is a wealthy core world of the Empire of Dominia and a key hub of its fuel industry. Colonized alongside Alterim Balteulis in 2379 during the tail end of the War of Moroz, Obrirava is dominated by Houses Caladius and Zhao. The two great houses do not typically agree on the matter of selling the planet’s bountiful Helium-3 abroad: the Caladius advocate for it, the Zhao advocate against it, and the governor rounds himself caught in the crosshairs of the great houses. Despite Zhao-dictates restrictions on selling its most valuable resource abroad, the planet’s capital, Ilstel, is home to a thriving foreign merchant community sponsored by House Caladius. The planet’s environment is pleasant and many of its residents are immigrants from Moroz who have migrated from the frozen capital of the Empire for greener climates. Clothing on Alterim Obrirava is lighter and more colorful than its counterparts on Moroz.&lt;br /&gt;
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The pleasant and green environment shows signs of having been terraformed at some point by an unknown, likely now extinct, galactic power. Some have theorized the terraforming may date to the Glorsh era but the Empire has consistently refused foreign researchers access to the planet for the purpose of studying its biosphere. House Caladius and much of the broader Empire have claimed the idyllic environment of Alterim Obrirava are a clear indication of the Goddess blessing the Empire with boons. House Volvalaad has long allegedly researched the biosphere alongside the other great houses but has yet to release any information beyond the Empire’s scientific community. More Goddess-touched — the rare women gifted with the ability to “hear” the Goddess — have originated from Alterim Obrirava than any other planet in the Empire.&lt;br /&gt;
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The tourism industry is one of the largest employers of Obrirava’s residents aside from the Helium-3 industry, which employs more Obriravans than any other single industry. Most tourists are other Dominians, and they tend to be either Primaries or wealthy Secondaries. The Secondaries and Ma’zals which make up the service sector of the planet hold themselves to the highest standards to ensure they satisfy the wants and demands of these rich Dominians, and often find themselves employed by [[Idris Incorporated]] when they go abroad. Those who do not work in the service sector are often Ma’zals who are employed in the planet’s orbital Helium-3 mining and refining industry. While not as hazardous as Zhurong by any stretch of the imagination the asteroid fields which the system’s Helium-3 is harvested from are located far in space and demand painstaking EVA work to harvest. Zavodskoi Interstellar is a recent entrant to the Helium-3 mining industry in the system and has established several joint ventures with the engineers of House Zhao.&lt;br /&gt;
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====Alterim Balteulis====&lt;br /&gt;
&lt;br /&gt;
The dry and hot Tribunalist Mandate of Alterim Balteulis was originally colonized in 2379 by devout members of House Caladius who felt called to spread the Moroz Holy Tribunal beyond Moroz itself. They established the planetary capital of Casotania and quickly set to work constructing shrines and churches to honor the Goddess’ conquest of this uninhabited world. Alterim Balteulis is home to vast, dry savannahs and hot deserts which encourage the planet’s dominant form of extreme weather: sandstorms. While they can be devastating to unprepared crops and settlers the residents of Alterim Balteulis have overcome these obstacles through faith and clever engineering techniques such as shielded farms and protected railroads.&lt;br /&gt;
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The primary draw of Alterim Balteulis is its immense number of Tribunalist churches, including the massive Grand Cathedral of the Holy Tribunal – an extravagantly expensive structure commissioned by House Caladius to demonstrate their unwavering commitment to the Goddess and built in an area painstakingly terraformed with assistance from House Volvalaad to resemble an idyllic settlement outside Domelkos on Moroz. While some more liberal Tribunalists have balked at this expense the religious grandiosity of the planet has attracted many migrants and pilgrims from across the Empire, some of which opt to settle upon the planet’s dusty surface.&lt;br /&gt;
&lt;br /&gt;
Due to its climate Alterim Balteulis is home to a large amount of the Empire’s [[Unathi]] population, but they remain a small minority on the planet.&lt;br /&gt;
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====[[Novi Jadran]]====&lt;br /&gt;
[[Image:Imperial_Frontier.png|thumb|The flag of the Empire&#039;s frontier regions. Its colors symbolically represent Houses Caladius, Zhao, and Strelitz in addition to the Empire itself.]]&lt;br /&gt;
A tundra planet initially colonized by inhabitants of the Adriatic coasts with a population of roughly 100 million people, located near the edge of the Empire&#039;s westernmost frontier. Predominantly cold and icy with short summers, this climate has kept the economy primarily rural and much of the planet underdeveloped, with most living in small cities dotted around the coast and major waterways. A few major population centers exist, such as the capital of Nova Rijeka, that have a semblance of a modern service-based or industrial economy, though these are typically based around processing the foodstuffs the planet is well-known for. Noble authority on the edge of the Empire in Novi Jadran is quite strong, with many people viewing themselves as loyal to their local nobles first and the greater Empire second.&lt;br /&gt;
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Novi Jadran has been under firmly the Empire&#039;s control since its peaceful annexation in 2389, and has proved itself to be a loyal colony despite not contributing much to the Imperial treasury. Many in the Empire view it as the “model colony” of the Dominian frontier and it is visited by many functionaries on tours due to this status, with the Chief Commissioner for Colonial Affairs visiting the planet twice a year. These visits are major events for the planet’s inhabitants and bring with their best offerings for the visiting Primaries in hopes of attracting attention, and the benefits from having a Primary’s eye upon you. These gifts are usually finely crafted feasts and food, though it is not uncommon for horses and other animals to be presented.&lt;br /&gt;
&lt;br /&gt;
Planetary cuisine holds true to its Adriatic roots, with many Croatian and Italian elements still present. Fish-based diets are ubiquitous among the rural people as the vast oceans make for perfect fishing conditions and much of the ground is too cold to properly till. The raising of livestock is common towards the equator of the planet, but is not as prevalent as fishing.&lt;br /&gt;
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Despite its status as the “model colony” the planet is not without its problems. Many local nobles are negligent regarding the needs of the rural population and often refuse to carry out mandated infrastructure or electrical reforms. Many of the rural inhabitants in far-flung regions still have either no electricity, or very little. The petty nobility that oversees the various settlements and cities often protests this mismanagement, but the dukes keep them in check through vast and indulgent parties and balls. Calls for a new administration have been spreading around the planet for some months, but only time can tell if the nobility will be reigned in by the Empire or not.&lt;br /&gt;
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====[[Sun Reach]]====&lt;br /&gt;
&lt;br /&gt;
Fully conquered by the Imperial Dominian Army in 2422, the Imperial Viceroyalty of Sun Reach is the least populous of the Empire’s major worlds and derives its name from the planet’s largest settlement — a small town which has been transformed into a metropolis over the last forty years due to House Caladius’ investments into its infrastructure and the system’s incredible amounts of Helium-3, the lifeblood of the Imperial Fleet. Sun Reach is a world commonly known through the Empire for the hot, wet climate which supports large fields of algae farmed by those citizens of the planet not employed by the Helium-3 industry. Much of the planet’s surface is dominated by mangroves and swamps which make building infrastructure difficult, and what infrastructure is built through these regions must be painstakingly maintained lest it falls into disrepair and ruin. A resident of Sun Reach is generally referred to as either a Sun Reacher or, more informally, a Reacher.&lt;br /&gt;
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Prior to its annexation by the Empire — described in official Viceroyalty histories as a triumphant rescue from the banditry and anarchy which had ruled the planet, and by dissidents as a brutal occupation which has continued for four decades — Sun Reach was one of dozens of post-Solarian Hegemonic Era colonies, worlds colonized during the pre-Interstellar War era during the Alliance’s golden age and abandoned in the Alliance’s [[Sol Alliance History#2302: Elyra’s Secession and the Collapse of the Southern Solarian Frontier|retreat from the Southern Solarian Frontier after 2302]]. Utilized by the [[Solarian Armed Forces#Solarian Navy|Solarian Navy]], much like the later Imperial Fleet, it was abandoned with valuable assets such as its Helium-3 industry and limited shipbuilding facilities intact. In the intervening years Sun Reach’s colonial government — left behind during the retreat — turned itself from a Solarian government into a bandit state which relied upon its Helium-3 resources and shipbuilding to dominate its poorer and weaker neighbors, and had successfully a small piratical empire of its own by the late 24th century. These Pirate Lords, descended from the original colonial administration, enriched themselves but not the planet’s people, causing resentment to build in a poor, mostly rural population kept in check through fear and intimidation.&lt;br /&gt;
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But by the dawn of the 25th century, the beginning of the end for the Pirate Lords was in sight. The rise of the nearby and much more powerful Empire of Dominia had created an opponent they could not hope to best, and the former tributary states of the [[Human Piracy|pirate empire]] beseeched [[Moroz]] for protection — as did a small group of [[Moroz Holy Tribunal|Tribunalist]] faithful on the planet. A minor skirmish between Pirate Lord-aligned vessels and the [[Dominian Imperial Military#Notable Fleet Forces and Equipment|Imperial Fleet’s 1st Battlefleet]] in 2422 was utilized by the Empire to launch a formal invasion of the planet within the same year, and the Pirate Lords rapidly found themselves defeated, tried, and mostly executed by the triumphant Empire — though some escaped to the [[Republic of Elyra]] or [[Coalition of Colonies]]. Some of the population, ecstatic to be free of the Pirate Lords, accepted the Empire with open arms, while others saw it as trading of one despot for the other.&lt;br /&gt;
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In the forty years since its conquest the Viceroyalty has done much to both endear itself to and aggravate the Empire. While much of the population — particularly those in the Imperial capital of Sun Reach and the fertile “Algae Belt” around the planet’s equator — are steadfast in their loyalty to the Empire, the swamps and mangroves which define much of the planet&#039;s surface have proven themselves to be a persistent source of trouble for the Empire. Dissident Sun Reachers, or [[Dominian Imperial Military#The Imperial Army|Imperial Army]] deserters, will often flee into these areas and from there, launch guerilla attacks against Imperial forces and loyalists. A longstanding campaign by forces of the Imperial Army, [[Dominian Imperial Military#Notable Imperial Army Units|local militias]], and [[Dominian Imperial Military#The Imperial Flying Corps|Imperial Flying Corps]] has suppressed these guerrillas, but has not entirely eliminated what the Viceroyalty described as, “rural banditry,” on the planet. Problems with development due to the planet’s environment still remain and many Sun Reachers live as sustenance algae farmers, with only a career in the He-3 industry that dominates its industrial centers or a life in the Imperial Military as exits. Perhaps in honor of their piratical heritage, many Sun Reachers join the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] or, failing that, the [[Human Piracy#Empire of Dominia-Affiliated Privateers|Goddess’ Flotilla]].&lt;br /&gt;
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==Economy==&lt;br /&gt;
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The Dominian economic system is based around the extraction of goods from its frontier to enrich the Imperial Core and fuel the Empire’s war machine. It is dominated by the Empire’s four human great houses, who are powerful enough to absorb or subvert potential competitors, and primarily concerns itself with defense-related production. The main currency of the Empire is the Imperial Pound (Ф), which is backed by precious metals owned by the Imperial Central Bank in Nova Luxembourg, Moroz. However, currencies such as the Solarian Standard Credit or Biesel Standard Credit are commonly used by merchants throughout the Empire. The Empire’s largest employer is its industrial sector, followed by the service sector and the agricultural sector. The Imperial government is the Empire’s single largest employer as it de jure controls many defense-related industries, though in reality these industries are often run by Houses Zhao and Strelitz.&lt;br /&gt;
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One of the most profitable industrial sectors in the Empire, particularly in the wake of the phoron crisis, is its Helium-3 (He-3) refining industry. This industry is the lifeblood of the Imperial Fleet, the Empire’s main method of colonial conquest and control, as the Fleet’s ships almost exclusively burn Helium-3 in their engines. Most of the Empire’s conquests are done in an effort to find more Helium-3 to fuel its continued expansion, and it often aims to establish control over formerly Solarian He-3 facilities in the Sparring Sea which have sat mostly unused since the Elyran Revolution forced a general retreat by the Alliance from the region. These facilities are often located in orbit above abandoned colonies, such as Sun Reach, which are integrated into the Empire, regardless of their willingness to join it.&lt;br /&gt;
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Houses Zhao and Caladius have, particularly since 2462, been at odds over what to do with the Empire’s Helium-3 as it is now one of the Spur’s major producers of the fuel. House Caladius seeks to sell it for a profit while prices are high while House Zhao seeks to preserve the Empire’s strategic reserves for what they view as an inevitable conflict with their nearby rival: the Republic of Elyra. Even the Emperor has been unable to make the two houses see eye-to-eye on the issue and the leaders of the two houses are known to become involved in heated discussions on the issue during meetings of the Imperial Council of Electors, and the Imperial Cabinet itself often becomes involved in similarly heated discussions over the issue. Izla Caladius, the current Chief Commissioner of Economic Development, and her close aide, Josephine Caladius, have long avoided the topic and instead busies herself with the development of sustainable industries which will allow the Empire to grow and endure a potential conflict with Elyra.&lt;br /&gt;
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More liberal elements of the Empire, such as the outward-looking House Volvalaad, have expressed concerns regarding the Empire’s extraction-based economy. They have noted the Empire will, inevitably, run out of easy conquests and instead be faced with the prospect of war against a regional power such as Elyra or the Hegemony, and be forced to endure a prolonged conflict where it will not have easy access to resources to extract and thus sustain its military-centric economy. This stance is not popular amongst the Empire’s nobility outside of House Volvalaad and certain elements of House Caladius, but rumors in the capital of Nova Luxembourg suggest the crown Princess has taken an interest in this particular mode of economic thought.&lt;br /&gt;
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===Economic Sectors===&lt;br /&gt;
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====Industrial====&lt;br /&gt;
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The industrial sector of the Imperial economy is its largest and is constantly growing, particularly following recent investments by Zavodskoi Interstellar into it. Most known abroad for shipbuilding and weapons manufacturing, the most profitable subsector of the industrial economy is its Helium-3 mining and refining sector. Though the heavy industry of the Empire is most often associated with Zhurong’s  mines and industries, including orbital shipyards, the industrial sector can be found throughout the Empire and is particularly concentrated in its frontier — where most of its Helium-3 production outside of Alterim Obrirava can be found. The Helium-3 industry of the Empire is dirty and hazardous but is an attractive line of work for many Ma’zals and impoverished Secondaries who cannot afford to pay their Mo’ri’zal — the Empire’s form of taxation. Most of the raw materials used by the industrial sector come from the Imperial Frontier and the Empire’s conquests there.&lt;br /&gt;
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Workers of the Empire’s heavy industries are almost always Ma’zals from the Imperial Frontier drawn by its high wages and unwilling, or unable, to join the Imperial military. Work is hazardous and hours are long, with few protections for the rights of workers and institutional favoritism towards workers from older colonies of the Empire. How the workers of a given factory or facility are treated is often entirely up to the discretion of the facility manager — themselves often a Morozian or a trusted Ma’zal who has risen to the rank of Honourary Morozian, most typically a Jadraner. While these supervisors can be reported to local Imperial authorities for misconduct, investigations can take months and supervisors are rarely severely punished. Workers do have a quicker recourse: accusing their superiors of sabotaging the military’s supply chains. Those accused of this are swiftly investigated and, if found guilty, dismissed from their positions. Those found not guilty are often given military police officers to investigate the initial reporter, who is often sent to prison for the very crime they accused their superior of.&lt;br /&gt;
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====Service====&lt;br /&gt;
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Slightly smaller than the industrial sector, the service sector of the Empire’s economy is growing alongside its larger counterpart. The prominence and size of the Empire’s service sector is rooted in the stark class divisions of its society, with its nobles and wealthy commoners having a large need for luxuries and consumer goods. This sector is dominated by House Caladius, which controls much of the consumer aspect, and House Volvalaad, which controls the medical and welfare aspect. It is not associated with any single planet and can be found across the Empire, though its consumer aspect is more commonly found in the Imperial Core due to its greater wealth and larger population of Morozians. Idris Incorporated, in cooperation with House Caladius, often hires gifted individuals from this sector to work abroad and bring a touch of exotic Dominian culture to the broader Spur.&lt;br /&gt;
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Those who work in the service sector are often more trusted Ma’zals, wealthier Secondaries, and sometimes minor nobles. Ma’zals are often employed in lower-end jobs as servants of noble families or as hospitality workers, but many can be found in the medical profession working alongside Morozians. The Secondaries and nobles found in this sector are generally employed in the medical field, either by House Volvalaad or by the Tribunal’s medical facilities. Treatment is generally better than in the industrial sector and work is often easier, if at times less profitable. For Ma’zal servants their pay and treatment depends greatly upon the family — or business — which employs them.&lt;br /&gt;
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====Agrarian====&lt;br /&gt;
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The smallest and least profitable of the Empire’s three sectors, the agrarian sector is most commonly associated with the remote regions of the Imperial Frontier such as Sun Reach. Many Imperial farms are owned and operated by Ma’zals themselves, but House Caladius currently stands as the largest agrarian landholder in the Imperial Core. Those in this sector are often less wealthy than their counterparts and can work more than their counterparts due to the time commitment farming necessitates. As the frontier farms of the Empire are given wider access to mechanized equipment many of its former workers have since moved to cities to make their fortunes in the factories and refineries of the Empire or have instead joined the Imperial military.&lt;br /&gt;
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Those who still work in the agrarian frontier are in one of the only industries where Ma’zals are influential — though they are often indebted to agronomists and geneticists of House Volvalaad, which dominates the Empire’s genetically-modified crop industry. Life on a farm of the Imperial Frontier is often romanticized as idyllic or bucolic by many Morozians and more integrated Ma’zals, but the work is often physically taxing and provides little in the way of upwards mobility for those living in the countryside.&lt;br /&gt;
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===Great House Corporations===&lt;br /&gt;
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Essentially state corporations under the management of the great houses, these corporations are major forces in the modern Imperial economy. Each of these corporations is aligned to a singular great house and has a web of subordinate companies across the Empire in both the Core and Frontier. Most have, in recent years, begun to work with Zavodskoi Interstellar but are not dominated by it — at least, not yet. Due to their close relationship with the great houses, and thus the Imperial throne, they are able to exert influence over Zavodskoi within the Empire and their relationship is much more equal than pre-Collapse Solarian-Zavodskoi Interstellar relations.&lt;br /&gt;
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&#039;&#039;&#039;Morozian Imperial Armaments Conglomerate&#039;&#039;&#039;&lt;br /&gt;
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Affiliated with House Strelitz, Morozian Imperial Armaments Conglomerate (MIAC) is the main supplier of equipment to the Imperial Army, Dominian law enforcement, and the civilian firearms market in the Empire. It produces everything from main battle tanks to concealable handguns and has, since 2462, produced equipment for Zavodskoi Interstellar on license. Most of its staff are Morozian Secondaries or Jadranic Ma’zals and few Primaries can be found within its ranks, as House Strelitz nobles and affiliate noble houses view military service as the righteous, honorary pursuit — to instead pursue factory management work is debasing oneself, and a duty better for commoners.&lt;br /&gt;
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MIAC is found throughout the Empire but its two largest subsidiaries are Jinxiang Imperial Armaments (JXIAM), located in Jinxiang, Moroz, and the Royal Jadranic Armaments Works (RJAW) in Durres, Novi Jadran. JXIAM is the oldest continuously operating military contractor in the Empire and dates to the War of Moroz, where it supplied the weapons which unified Moroz. In the modern era it is the Imperial Army’s vehicle manufacturer and produces everything from logistics trucks to the feared JA-57/2 breakthrough tank. RJAW is a younger corporation which was initially a civilian firearms manufacturer on Novi Jadran. Bought out by MIAC in 2405 it has since become a major small arms manufacturer for the Imperial Army, Imperial law enforcement, and the civilian market. Zavodskoi has a contract with RJAW to expand its operations and its engineers, often wearing gas masks to protect against Durres’ air pollution, can be seen throughout its facilities.&lt;br /&gt;
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MIAC employees who go abroad typically find employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
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&#039;&#039;&#039;Juro Genetics &amp;amp; Biotechnological Innovation&#039;&#039;&#039;&lt;br /&gt;
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Affiliated with House Volvalaad, Juro Genetics &amp;amp; Biotechnological Innovation (JGBI) is a conglomerate of medical and pharmaceutical companies which dominate the Empire’s healthcare industry. One of the first corporations in the Empire to open itself up to the broader Spur, JGBI has long worked with the NanoTrasen Corporation to acquire phoron for medical equipment and research purposes. In recent years this relationship has waned with the advent of the phoron crisis and the entry of Zavodskoi into the Empire. Most JGBI are Volvalaad Primaries or Secondaries and it employs few Ma’zals, with most serving in low-level roles such as custodial or security personnel.&lt;br /&gt;
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JBGI’s most well-known subsidiaries are the Nova Luxembourg Genetics Institute (NLGI) and the Domelkan Agrarian Research Corporation (DARC). NLGI, the most well-known subsidiary, is responsible for the development and distribution of geneboosting technology throughout the Empire. Headquartered in the Imperial capital, it is one of the wealthiest companies in the modern Empire as a result of its exclusively noble clientele. DARC is a less prestigious, but arguably more important, company due to its focus upon agrarian research, particularly in regards to growing crops in cold climates. It is through their work that Novi Jadran and Moroz are more productive than before, though its spread to the Imperial Mandate has been very slow due to interference by colonial bureaucrats and simple distance. Moroz is, after all, far more profitable&lt;br /&gt;
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JGBI employees, when they go abroad, typically find employment with the [[Nanotrasen|NanoTrasen Corporation]]. More rarely, due to its pro-augmentation stance, they find employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
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&#039;&#039;&#039;Royal Morozian Investment Group&#039;&#039;&#039;&lt;br /&gt;
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Affiliated with House Caladius, the Royal Morozian Investment Group (RMIG) is an investment firm used by House Caladius’ merchant faction to further the great house’s mercantile goals. RMIG is the wealthiest great house affiliated corporation in the modern Empire and controls significant amounts of its real estate market and investment capital. It provides much of the capital used by Dominian corporations to expand their operations and has recently begun to loan Imperial Pounds to Zavodskoi Interstellar. Like House Caladius itself, RMIG has a greater number of Secondaries and Ma’zals than any other corporation, and its executive board has several non-nobles on it. &lt;br /&gt;
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RMIG does not have major subsidiaries and instead operates several different branches which are responsible for various areas of the Orion Spur and the Empire. The Core Sector — based on Moroz — manages investments in the Imperial Core, whereas the Outer Sector — based on Novi Jadran — manages investments in the Imperial Frontier. Smaller branches manage investments in other human nations aside from the Republic of Elyra, the regional rival of the Empire.&lt;br /&gt;
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RMIG employees, when they go abroad, typically find employment with [[Idris Incorporated]].&lt;br /&gt;
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&#039;&#039;&#039;Imperial Engineering &amp;amp; Shipbuilding Conglomerate&#039;&#039;&#039;&lt;br /&gt;
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Affiliated with House Zhao, the Imperial Engineering and Shipbuilding Conglomerate (IESC) is the largest single producer of spacefaring vessels in the Empire and dominates its construction industry. If a notable government building must be constructed, an IESC subsidiary is the most likely candidate to do so. Unlike other conglomerates, which are headquartered on Moroz, IESC’s headquarters is in the capital of Zhurong, Hongse Chengbao, where House Zhao’s power is at its apex. It has recently become a major cooperator with Zavodskoi Interstellar, particularly its Ingkom subsidiary. IESC staff are cross-class, with its engineers coming from House Zhao’s noble ranks, Novi Jadran’s academies, and more rarely Sun Reach’s Zhao-run schools. Despite the stratified nature of the Imperial Fleet, its primary client, the IESC is fairly meritocratic.&lt;br /&gt;
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The most famous IESC subsidiaries are the Zhurong Imperial Naval Arsenal (ZINA) and Zhurong Imperial Aeronautics (ZIA). ZINA is the larger corporation and is the main producer of the Imperial Fleet’s vessels, with its naval yards in Zhurong’s orbit supplying nearly every ship used by the Fleet and its engineers attempting to constantly innovate upon its designs. ZINA does some work with Zavodskoi Interstellar and has essentially given its civilian subsidiary, Zhurong Imperial Shipbuilding, to the megacorporation as few in ZINA care to produce civilian vessels. ZIA is a smaller firm that specializes in producing aircraft and is the main supplier of the Imperial Flying Corps. It has, in recent years, attempted to diversify into the civilian aviation market to some degree of success, with many Morozian Primaries swearing by its airliners.&lt;br /&gt;
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IESC employees, when they go abroad, almost always find employment with  [[Zavodskoi Interstellar]].&lt;br /&gt;
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==The Mo’ri’zal==&lt;br /&gt;
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The Empire’s unique form of taxation is the Mo’ri’zal, or “Blood Debt” in Vulgar Morozi. The Mo’ri’zal is a lump sum every Imperial subject receives upon birth (or otherwise acquiring their citizenship) that is paid to the state over the course of their life, and is often high enough to require decades to pay off. How quickly one can pay off their Mo’ri’zal is a key marker of one’s economic class in the Empire. Most Primaries — those of the Empire’s aristocracy — have theirs paid off at birth, most Secondaries — the Imperial middle class — pay theirs by early to mid adulthood, and many Ma’zals — the colonial subjects of the Empire — must work their entire lives to pay it off.&lt;br /&gt;
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One’s Mo’ri’zal can be paid off by others, and many noble houses of Dominia attract commoners into their employ through promises of paying off parts of their debt. The Mo’ri’zal can also be paid off in other ways: military service pays five percent of the debt per year served, and injuries received in the line of duty — particularly severe ones — can pay off large amounts of the debt. Those that fall serving the Empire have their entire debt and a part of their immediate family’s debt forgiven.&lt;br /&gt;
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While the Mo’ri’zal is a significant sum — and criticized by some as simply a state-sponsored form of indentured servitude — it is quite popular in the Empire’s core worlds due to the benefits it provides them: their paying of the Mo’ri’zal funds healthcare, public services such as education, infrastructure, and the might of the Empire’s war machine. It is additionally often trivial for many of them to pay off their Mo’ri’zal due to the wealth of many in the Empire’s core. In the Empire’s colonies, such as Sun Reach, the Mo’ri’zal is looked upon much more poorly. Many Ma’zals were initially born as non-Imperial subjects and only received their Mo’ri’zal when the Empire conquered their planet, and few of them view the debt — which is meant to be paid off gradually from one’s birth onwards — as reasonably payable. While the debt is legally meant to not carry over to one’s descendents, should it be unpaid at one’s death, a familial history of being unable to pay Mo’ri’zals can result in a denial of privileges such as healthcare until the debt is settled -- generally through a family member joining the the Imperial military.&lt;br /&gt;
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Compounding the issues of these recently-conquered Dominian subjects is the nature through which the Mo’ri’zal is calculated. As the Mo’ri’zal is assigned to an Imperial subject at their birth -- or at the point that they become a subject -- it is not, like other taxes, based upon one’s income. Instead it is based upon one’s perceived loyalty to the Dominian state, and the Imperial throne by extension. Primaries and many Secondaries often have small Mo’ri’zals due to generations of dedicated service to the Empire while less loyal populations -- such as Fisanduhians, Lyodii, and some Ma’zals -- tend to have larger Mo’ri’zals.&lt;br /&gt;
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The Dominian Unathi are a special case. When they arrived in Dominia, it was clear that they did not have the means to pay the Mo’ri’zal, especially not the older one, who would most likely never live long enough to get to pay for it. Instead, these first-generation Unathi took the [[Unathi_in_Dominia#The_Kazhkz-Han’san_Oath|Kazhkz-Han’san Oath]], to pay the debt they owed to the Empire with their actions and conduct instead of money. While the newer generations of Moroz-born Unathi often take the oath as well, these sinta do have to pay the Mo’ri’zal, generally managing to pay for it by the time they reach adulthood, much like other secondaries.&lt;br /&gt;
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==Edict Breakers==&lt;br /&gt;
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Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space, however, due to the nature of the fourth edict, subjects of Dominian usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominian space under their own volition for judgment. This usually devolves into near-passive harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the lawbreaker and it&#039;s not uncommon for them to allow themselves to be returned to Dominia for judgment and in some extreme cases take their own lives. Edict breakers and exiles abroad in human space sometimes find themselves pursued in the legal realm for infringing on the trademarks of their House if they refuse to change their surname.&lt;br /&gt;
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==Government==&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|The Imperial standard of House Keeser, intended to represent three nation-states of old Moroz that formed the basis of the Empire of Dominia.]]&lt;br /&gt;
The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all-consuming imperial bureaucracy. The Imperial Cabinet and Electors are major parts of the government.&lt;br /&gt;
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===Imperial Cabinet===&lt;br /&gt;
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The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&lt;br /&gt;
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&#039;&#039;&#039;Colonel-in-Chief of His Majesty&#039;s Special Operations Group: Angelika-Lina Strelitz&#039;&#039;&#039;&lt;br /&gt;
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The typical soldier of the Imperial Army is a well-trained, well-equipped, and well-motivated individual that is able to take and hold ground from the Empire’s typical opponents with ease. But there are some things that even these individuals cannot do, and this is when His Majesty’s Special Operations Group is deployed. The position of its leader — the Colonel-in-Chief — is considered to be an extremely prestigious duty that has been held by a member of House Strelitz since the Group’s creation following the War of Moroz.&lt;br /&gt;
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The present Colonel-in-Chief is herself a veteran of the Group, as every member before her has been. Recently ennobled into House Strelitz shortly before her ascension, the twenty-five-year veteran of the Imperial Army prides herself on being above politics. Prior to her promotion the Colonel-in-Chief served with distinction in the non-geneboosted section of the Group — an unusual unit for the Moroz-born nobles that often serve with the Group. While her service would cost Angelika-Lina her left eye (lost to shrapnel while in Inner Fisanduh), it would give her the network — and the prestige — required for a promotion to Colonel-in-Chief in 2461.&lt;br /&gt;
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As Colonel-in-Chief, Angelika-Lina has desperately attempted to stay uninvolved in politics while attempting to mold the Group into a perfect special operations force. While she has managed to consistently increase its budget — and, as a result, its successes — the Colonel finds herself pulled further and further into the realm of noble politicking, and often privately wishes to be back on the field. When the Emperor goes to join the Goddess, many believe that the Colonel-in-Chief, with her multitude of connections to Ma’zals she has served with and obsessiveness towards the Group, will have no choice but to formally align herself with the Crown Princess or be sacked. And to her, the thought of another in charge of the Group — her  Group — is not something she can bear. Her desire to stay away from House politics may also be the reason why, despite tensions between the Strelitz and the Unathi of Dominia, and limitations imposed on said Unathi in the army by her House, the Group still accepts the occasional sinta soldiers within its ranks.&lt;br /&gt;
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&#039;&#039;&#039;Chief Commissioner of Economic Development: Izla Caladius&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All states — including empires — are built upon their economies first and foremost. Without a strong economic base to support its wars of conquest the Empire of Dominia would doubtlessly buckle under its own weight and begin to shrink before collapsing, defeated by internal forces rather than external opposition. A position that can only truly be filled by a person addicted to their work, the CCED manages economics through the Empire: everything from taxes to tithes to trade passes across their desk, and is stamped by their hand. The position is regarded as so vital that it has been held by the Caladius since inception and has remained with one family of the house for its entire history, slowly passing from relative to relative through Imperial history.&lt;br /&gt;
&lt;br /&gt;
Born in 2420 to the Montague family of House Caladius, Izla Caladius bears a resemblance to her distant predecessor: Maria Caladius, CCED from 2398 until her unexpected death in an aircraft crash in 2421. Her immediate precursor, Victoria Caladius, perished under similar circumstances in 2445, thrusting the young Izla into the position of chief commissioner alongside her aide, Josephine Caladius — herself quite similar-looking to her relative, Victoria — at the age of twenty-five as a freshly-minted doctor of economic studies. Izla scarcely has a life outside of work and is viewed as something of a reclusive night owl by the rest of the court, with very few daytime appearances ever recorded — a habit which seems to define many CCEDs, which often work atypical hours long into the night.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years as CCED Izla has led the Empire through booms and busts, but has committed it to a steady course intended to ensure the Empire can retain much of its economic and military output even in a disaster scenario where it is embargoed by the entire Spur. Despite this policy she has not shied away from broader trade relations with the rest of the Spur, and is often credited for enticing Zavodskoi to permanently relocate its headquarters to Moroz. Notably, she was a major factor behind the Empire’s decision to stick with Helium-3 refining rather than investing into phoron. With the crisis deepening this policy, criticized in the short term for being unprofitable, is paying dividend hand over fist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner of His Majesty&#039;s Imperial Military: Eliza Volvalaad&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the various cabinet members may hold near absolute power over their respective military branches, it is the Chief Commissioner that directs much of the military’s  efforts from behind the scenes. The chief commissioner is, on paper, intended to exist as the primary director of military research and development. In reality the position — which has been occupied by a Volvalaad since its creation — is used by House Volvalaad to exert influence over Houses Strelitz and Zhao. The research of the Volvalaads is used and valued by all branches of the Imperial Military, but often comes with a price attached, and the cost is typically repaid by carrying out the Volvalaad’s goals abroad.&lt;br /&gt;
&lt;br /&gt;
Born in 2398 to a family long deeply involved in House Volvalaad, Dr. Eliza Volvalaad, PhD. is regarded as one of the Empire’s foremost researchers in the field of laser-based weaponry — much of the military’s laser weaponry currently in use can be traced to her and her Volvalaad-staffed laboratory in Jinxiang on Moroz. Decades of work and research, along with her connections to Houses Zhao and Strelitz, made her an ideal candidate for the position of chief commissioner, which she was appointed to in 2454 in the hope that she would be able to balance the influence of her own house, the Zhaos, and the Strelitz while ensuring the military retained its technological advantage over its neighbors.&lt;br /&gt;
&lt;br /&gt;
In the ten years she has spent as chief commissioner, Dr. Volvalaad has effectively balanced the demands of the Volvalaads alongside the desires of Houses Zhao and Strelitz while ensuring the Imperial Military retained its edge over the frontier systems it must conquer for resources and prestige alike. But despite her best efforts the chief commissioner has not been able to keep pace with the Serene Republic of Elyra’s phoron-backed development sector, and some believe Doctor Volvalaad - now rapidly approaching seventy years of age — will soon retire, leaving the critically important position vacant.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner of Imperial Sovereignty: Antonio Caladius&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Diplomacy — even for the Empire, which has long had sour relations with its neighbors — is key to any modern state. But despite the importance of diplomacy, the role of the Chief Commissioner of Imperial Sovereignty is somewhat limited due to the Empire’s poor reputation abroad, aside from the Republic of Biesel and Jargon Federation. Much of the CCIS’ duties instead relate to maintaining good relations with Zavodskoi Interstellar, which has quickly become one of the Empire’s major employers.&lt;br /&gt;
&lt;br /&gt;
Though a member of House Caladius, Antonio has had close relations with House Volvalaad since his birth in 2412, and often collaborates with Grand Duchess-Electress Landi Volvalaad to push for the demands of both houses abroad. A lifelong liberal Dominian and advocate for a greater Dominian market abroad, Antonio’s ascension to the position of chief commissioner in 2455 was seen by many as a concession by the Emperor to Houses Volvalaad and Caladius.&lt;br /&gt;
&lt;br /&gt;
But despite his high-minded goals of a more liberal, more politically involved Empire, Antonio&#039;s time as chief commissioner has been fraught with disappointment. He has been stymied by the more politically powerful Huiling Zhao and Dorothea-Frieda Strelitz, who favor strength over diplomacy when it applies to the Empire’s frontier, and his efforts to have the Coalition’s embargo formally lifted ended in failure in 2462. Many talk of replacing the often-unsuccessful diplomat, and Antonio worries the Emperor — who now rarely calls upon him — has begun to listen to these detractors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner for Colonial Affairs: Alessandro Amadei&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In a society such as the Empire of Dominia where expansion — for resources, primarily — is a key pillar of its continued ability to survive and thrive, the duty of managing its colonies is one of the most critical in it. Every colonial official found in the Imperial Frontier,from the viceroys in charge of entire planets to lowly Ma’zal bureaucrats, is the responsibility of the Chief Commissioner for Colonial Affairs, the master of the Dominian colonial empire. To be entrusted with such a critical position is to be one of the closest individuals in the Empire to the Emperor, and the current Chief Commissioner has long been a close friend of the royal family.&lt;br /&gt;
&lt;br /&gt;
Born into a family of Morozian bureaucrats in 2426, the young Count Amadei spent much of his youth cavorting with his fellow nobles, including the royal family, and building connections with other Morozian nobles. Wanderlust pulled the young Count into the Imperial Flying Corps where he proved himself an effective — if egotistical — pilot and won multiple accolades for himself, returning to Moroz a decorated veteran. His decorations and connections, particularly to the royal family , led to his ascension to the position of Chief Commissioner for Colonial Affairs in 2456.&lt;br /&gt;
&lt;br /&gt;
Count Amadei, the current Chief Commissioner, is a man of both charisma and controversy: an exceptionally talented administrator, longtime friend of the Emperor, and veteran of the Imperial Flying Corps, Amadei has long been an advocate for both his old Corps and the burgeoning colonial domain that the Empire finds itself ruling. But some in the high society of the Empire gripe at his posting and view him as a mere unaffiliated noble granted privileges solely due to his friendship with the Emperor, and believe they should be represented in the position instead. The Count has long had a poor relationship with House Caladius as a result, and is often known to become involved in spats with Antonio Caladius over the diplomatic repercussions of the Empire’s colonial endeavors. In almost every fight they have, the Emperor sides with Amadei – not Caladius. But as the Emperor ages the Count grows nervous, wondering what will happen to him when he is finally shorn of his greatest protector.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Minister of Unathi Affairs: Kasz Han’san&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Considering the notable Unathi population now in Dominia, and most importantly the fact that the large majority of said population are primaries, the Emperor needed something, or someone, to keep them loyal and in check the moment the Han’san and Kazhkz clans landed. This is certainly not an easy task when speaking of an alien race. From cultural differences to distinct biological characteristics such as diets or sleep cycles, the Empire needed someone who truly understood the Unathi to both represent them efficiently in the Cabinet, and who could then properly communicate to the Sinta of the Empire to coordinate them to the best of their ability and use within the bureaucracy.&lt;br /&gt;
&lt;br /&gt;
Lord Marshal Kasz Han’san, Contact War veteran, once a General under Seryo Kazhkz back on Moghes, and leader of the Han’san clan was chosen for such a role. If the Unathi of the Han’san earned the reputation of being fantastic soldiers, their ability to make charismatic, and at times, cunning leaders is also true, and the old Lord Marshal proves to be both. Though perhaps cautious due to his extensive history of war, he provides some insight on both his people and his political history in maneuvering among a cabinet. In particular, he is often close with Amadei due to the latter&#039;s charisma and knowledge and the former&#039;s interest in the Empire&#039;s political sphere. This spawned from the Unathi&#039;s employment in the outer reaches of the nation&#039;s colonies as shock troopers and enforcement, and as such, Kasz has remained informative and helpful in coordinating with the Chief Commissioner. However, this sometimes puts Kasz at odds with Antonio at times due to his relationship with Amalei, and House Kazhkz&#039;s burgeoning friendship with House Caladius is in an awkward position in the cabinet&#039;s circle as a result. These friendships are something that Kazhkz does his best to maintain in order to stand a chance against all three of the Strelitz within the Cabinet, with which relationships have been tense at best, especially with Dorothea-Frieda.&lt;br /&gt;
&lt;br /&gt;
Despite clan Han&#039;san&#039;s current weakened state after its humiliating defeat against the Fisanduhan Freedom Front, Kasz Han&#039;san remained in the cabinet, most preferring him over the alternative, the much more politically inadequate Salak Kazhkz. The Lord Marshall also managed to prove to be right pick over time for such a role, managing to convince Dominian Unathi to convert to the Tribunal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Grand Admiral of His Imperial Majesty’s Fleet: Huiling Zhao&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
One of the most powerful cabinet positions, the role of Grand Admiral has been filled by a member of House Zhao since its creation. The Grand Admiral holds almost unquestioned authority over His Imperial Majesty’s Fleet — with only the Emperor able to overrule them — and is often regarded as the third most powerful figure in the Empire after the Emperor himself and the Immaculate Hand due to this authority. If the Fleet is both the sword and shield of the modern Empire, the Grand Admiral is the individual who wields both.&lt;br /&gt;
&lt;br /&gt;
Born in 2416, no individual represents House Zhao more than Huiling Zhao. The leader of House Zhao in all but name thanks to her position, Huiling has given her life in service to His Imperial Majesty’s Fleet and now serves as its Grand Admiral following her appointment in 2450. Huiling is a figure beloved in the Empire and often despised abroad, but revels in the infamy her reputation brings.&lt;br /&gt;
&lt;br /&gt;
In her 14 years as Grand Admiral Huiling has seen several systems subjugated by the Fleet and added into the Empire, and has zealously guarded the Empire’s reserves of Helium-3 despite House Caladius’ demands to release parts of the reserve in order to make a larger profit. She has also cultivated a close relationship with the royal family — particularly Lei Keeser — in order to better push a naval agenda. Huiling is confident that, no matter what the Goddess may have in store for her, she will be able to hold onto her position and the power that comes with it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner for Imperial Aviation: Annaliese Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Despite being the youngest of the Imperial Army’s branches, the Imperial Flying Corps have no lack of influence and sponsors due to its status as a club for Morozian nobility. But there is no greater sponsor of the Corps than its commissioner, Annaliese Strelitz. While her aunt — and often rival — Dorothea-Frieda must go through the trouble of managing an entire Army, Annaliese spends the majority of her time cavorting with Morozian nobility and ensuring the Corps maintains their patronage. Much of this fundraising work is done in conjunction with her two allies: Izla Caladius and Alessandro Amadei, who ensure the Corps never lacks for funding — even if the Navy and Army are hardly fans of it at times.&lt;br /&gt;
&lt;br /&gt;
Born in 2423 to a wealthy family long affiliated with House Strelitz, Annaliese was always destined for a life in service to the Empire’s military. But the young Strelitz showed little interest in fighting on the ground and often avoided her cadet courses to pursue flight lessons. Eventually her family conceded and allowed Annaliese to pursue flight full-time, and enrolled her in a cadet course for the Imperial Flying Corps. The young flight officer has used her connections throughout the intervening years to pull the right strings at the right time, eventually ensuring her ascension to the position of Chief Commissioner in 2462.&lt;br /&gt;
&lt;br /&gt;
In her short tenure Annaliese has proven herself to be an exceptional connection-maker for the Corps and an incredible annoyance for Duchess Zhao and Grand Duchess-Electress Strelitz. Annalise spends much of her time boasting of the Corps’ achievements and presenting it as the peak of martial nobility in the Empire. She has effectively drawn sponsors and funding away from the Fleet and Army through this, which gives her military counterparts no end of headaches. Annalise’s attitude — which is infamously narcissistic — has made these headaches far worse.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;High Lord General of His Majesty&#039;s Imperial Army: Dorothea-Frieda Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The most senior leader of the Imperial Army, the High Lord General’s position has been exclusively held by a member of House Strelitz since its inception. The High Lord General’s authority over the Imperial Army is absolute, with only the Emperor able to overturn their decisions. However, the Army’s inability to travel from system to system itself limits this authority and for es a degree of cooperation with the Fleet — something some Strelitz grind their teeth over.&lt;br /&gt;
&lt;br /&gt;
Born into a family with a long history of martial Service in House Strelitz in 2418, Dorothea-Frieda has spent her life in the Imperial Army. While health concerns prevented her from being geneboosted, her strategic brilliance and sufficient grasp of politics has allowed her to become both High Lord General in 2445 and leader of House Strelitz at the same time — a significant achievement that makes her the only cabinet member currently also in command of one of the five great houses. This status makes Dorothea-Frieda a woman of many responsibilities, and she is almost never seen without a throng of aides surrounding her in order to allow her to better respond to any problems that may arise.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years of service as High Lord General Dorothea-Frieda has seen multiple worlds and systems conquered — or at least occupied — by the Empire, with Sun Reach standing as the Army’s most notable recent conquest. She has doggedly tried to stay above politics and has, for the most part, succeeded in this effort. Yet in private corners some whisper that the High Lord General grinds her teeth over the crown princess’ apparent liberalism when it comes to the use of force abroad, and fears the inevitable transfer of power could see the Army lose its importance as the primary instrument of the Empire’s will abroad. But only time will tell if these rumors are true. For now, a very real issue for her might be the tensions with the Chief Minister of Unathi Affairs, Kasz Han’san, who she sees as meddling in affairs that aren’t his own when he tries to better positions for the Unathi of the Imperial army who often find themselves under the authority of an unsympathetic House Strelitz.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;High Seneschal of His Majesty&#039;s Justice: Ngo Juric&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Regarded by many as the most trusted member of the cabinet by the Emperor, the High Seneschal is the primary legal authority of the Empire as it applies to secular law in the Empire’s borders. For better or worse, the High Seneschal must defer to the word of his religious counterparts on matters of the Edicts in the majority of conditions with the exception of violations of the Fourth Edict, where the judiciary takes priority. Navigating this legal environment while advising the Emperor demands an individual who is both unerring in their faith to the throne and able to negotiate with many, many parties.&lt;br /&gt;
&lt;br /&gt;
Fortunately for the Keesers, Ngo Juric, born in 2395 in Nova Luxembourg not far from the palace, is precisely that individual. A friend of the dearly departed Emperor Godwin Keeser and a close associate of the current royal family, Juric has served as the legal councilor for the Keesers for nearly forty years, and has served as Seneschal for almost thirty. A kind and gregarious man, Juric has a reputation for being liked by all he speaks to — including the infamously stone-hearted Inquisitrix of the Holy Tribunal — and is well regarded by all five of the great houses.&lt;br /&gt;
&lt;br /&gt;
But despite his friendly reputation, the High Seneschal is anything but a pushover. His thirty years of service have seen the absolute rule of the royal family set even further into stone, and his legal expertise has led to the Empire ensuring its dealings with Zavodskoi Interstellar are favorable to both parties rather than tipped in the megacorporation’s favor. But Juric is an old man — older than his dear friend, Emperor Boleslaw Keeser, by almost a decade — and many believe the High Seneschal will soon retire, living out the rest of his days content that he served faithfully and firmly – content in the knowledge he left the Empire in a better place than it was thirty years ago.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Director of His Majesty&#039;s Imperial Intelligence Directorate: Alojzia Molnarova&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Power is all too often a fickle, fleeting thing that tempts many and is granted to very few. While House Keeser commands the respect of many in the Empire, from Primary to Ma’zal, there are always those that will seek to rise above their station through ungentlemanly means and subterfuge. The Imperial Intelligence Directorate has long served as a bulwark against such ungoddessly individuals, and its Director is often regarded as one of the most important individuals in the Imperial Cabinet as a result. Since the ascension of Emperor Boleslaw Keeser I in 2437, the position of Director has been held by Baronet Alojzia Molnarova, the only commoner to hold a position in the Imperial Cabinet and a close personal friend of the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2408 to a family of commoners awarded a Baronet during the War of Moroz, little is known of Alojzia’s personal life beyond her current duties. Few photographs exist of the camera-shy Director, and rumors regarding her past — and that of the Molnarov family — abound. Some rumors go as far as to suggest that the Molnarovs are of Fisanduhian descent, or that Alojzia is not a member of the Moroz Holy Tribunal herself. Such rumors have never been formally acknowledged by the Director or her Directorate, but many that promote them publicly are shortly thereafter revealed to be shell infilitators hellbent on destroying the Empire and all that it stands for. They are, of course, promptly executed after their discovery.&lt;br /&gt;
&lt;br /&gt;
As Director, Molnarova has seen that the Directorate has been constantly improved and modernized in order to keep pace with the growing regional threats the Empire faces — Elyra and the Coalition — while ensuring that it is never vulnerable to internal enemies. No price is too great to pay in order to ensure the Empire’s stability, and the Directorate has been accused by many that flee the Empire of employing draconian methods — often alongside the Imperial Army — to crush dissent in the Imperial Frontier. But these rumors are difficult to substantiate, as the Directorate — and its enigmatic Director — are consistently tight-lipped. When her close friend and Emperor dies, none are sure what will become of Director Molnarova. None aside from the Director herself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPENLY ACTIVE IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY NOT BE PLAYED IN-GAME. UNDERCOVER IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY ONLY BE PLAYED AS CONSULARS.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Theodora Gottlieb, High Inquisitrix of the Holy Tribunal&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the High Seneschal and Director concern themselves with the laws and behaviors of humanity, the Holy Tribunal concerns itself with those that break higher, greater principles: the Edicts laid out by the Goddess to Her faithful to follow and obey. The ultimate adjudicator of Her Edicts is none other than the Tribunal’s High Inquisitrix: a woman born with the rare gift to hear and interpret Her words who had been forged into a leader through the crucible of the Holy Tribunal. The High Inquisitrix possesses unquestioned authority over matters of religious law — only the Immaculate Hand, the leader of the Holy Tribunal, or the Emperor himself may overturn one of her decisions.&lt;br /&gt;
&lt;br /&gt;
Born in 2431 to a noble family of little renown outside of Nova Luxembourg, Theodora’s path to High Inquisitrix was not clear to her or her family until she revealed herself able to commune with the Goddess and interpret Her words shortly before her eighth birthday. The following twelve years were spent training in the Holy Tribunal in order to ascend to the position of Inquisitrix — one of the Tribunal’s religious officials responsible for carrying out the Goddess’ will by returning edict breakers from abroad — at the age of twenty. As an inquisitrix Gottlieb was responsible for many things, though her primary duty quickly became apparent: tracking down edict breakers and ensuring they were returned to the Empire alive, to face Her justice. Following a decade of service she was recommended for the position of High Inquisitrix, which she accepted in 2461.&lt;br /&gt;
&lt;br /&gt;
In her three years as High Inqusitrix, Gottlieb has spent much of her time interpreting Her words for the Emperor in addition to her typical duties as High Inquisitrix. High-profile trials and public events — often alongside the Immaculate Hand, her immediate supervisor and one of two individuals Gottlieb must answer to alongside the Emperor — are commonplace, and something the High Inquisitrix excels at. But a part of Gottlieb wishes to return to what she was trained to do: tracking down edict breakers and bringing them to face the Goddess’ justice, no matter where they attempt to hide themselves. But for now her duty is clear: to remain in her lofty position as long as She wills it, and to carry out Her work with all the High Inquisitrix does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Agnes Caladius, Immaculate Hand of Our Lady the Goddess&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Empire’s state is not complete without the Holy Tribunal, which interprets Her will and applies it to the imperfect world of humanity. In the Tribunal there is no authority holier — or higher — than that of its leader, the Immaculate Hand of Our Lady the Goddess. Elected for life by a convocation of priests and priestesses, the Immaculate Hand is regarded as the highest authority on religious matters in the Empire due to their mastery of scripture. Though primarily intended as a religious advisor on the council, the Immaculate Hand’s religious authority arguably makes her the second most powerful person in the Empire after the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2386 to a family long involved in House Caladius, Agnes’ path to the position of Immaculate Hand was anything but clear due to her inability to receive the gift of communion from birth. Though no fault of her own, her lack of this gift prevented the young theologian from joining the ranks of the Inquisitrix as she originally desired, and Agnes instead committed herself to the study of the Goddess and Her words. The young woman proved herself to be a dedicated — if conservative — theologian and a gifted orator, and quickly rose through the ranks of the Tribunal. In 2432, following the death of her predecessor, Agnes was elected Immaculate Hand, the supreme religious authority of the Holy Tribunal.&lt;br /&gt;
&lt;br /&gt;
In her three decades as Immaculate Hand, Agnes has charted a steady course through a quickly-changing Spur. Her reign has seen the addition of the Tenth Edict, codifying the Tribunal’s opinion on augmentations, and generally good relations between the Emperor and both major schools of Tribunalist thought. Additionally she has formally consecrated the largest Tribunalist cathedral abroad, which is located in Mendell City and serves many Dominians employed by Zavodskoi and has worked with the High Inquisitrix to ensure no edict breaker escapes Her justice. But despite her successes the Immaculate Hand grows older each day, and is known to have a poor relationship with the crown princess. What the future holds for her, only the Goddess knows.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Houses===&lt;br /&gt;
&lt;br /&gt;
A moniker for the five most prominent Houses in the Empire, these families are the most powerful political and economic influencers in the Empire. They currently consist of:&lt;br /&gt;
&lt;br /&gt;
* House Volvalaad - House Colors: Blue, Black - A Human-dominated house. This house&#039;s wealth is in genetics and biological research. Of all the Great Houses, it is the biggest supporter of integration into the wider galactic community.&lt;br /&gt;
* House Caladius - House Colors: Purple Shades - A Human-dominated house. This house&#039;s power lies in its money lending and banking, alongside its many land holdings for which it receives a breathtaking sum in rent money. They also control a large amount of the Moroz Holy Tribunal.&lt;br /&gt;
* House Zhao - House Colors: White, Gray - A Human-dominated house. The power of this great house sits in engineering and its numerous naval contacts. It dominates the navy of the Empire of Dominia, with other houses constituting minor portions of the fleets.&lt;br /&gt;
* House Strelitz - House Colors: Gold and Red - A venerable Human house. Largely a military and martial power, it provides most of the Imperial Army’s officers and equipment. It is also the origin of Dominian honor as it is known today.&lt;br /&gt;
&lt;br /&gt;
===The Imperial Electors===&lt;br /&gt;
&lt;br /&gt;
The five great houses form the only voting group in the Empire of Dominia, the Imperial Council of Electors. These five individuals, leaders of their respective houses, are expected to meet with the Emperor - or Empress - to discuss and pass legislation impacting the entire Empire. Debates amongst the electors can become extremely heated and can be roughly divided along reformist and conservative lines. The reformists - those that seek a more liberal and widely integrated Empire - are led by the Volvalaads with support from House Caladius’ pro-trade faction. The conservatives - those that believe the Empire is fine as it stands and does not need further integration - are headed by the Kazhkz with support from much of House Caladius’ clergy. Houses Zhao and Strelitz, being more militarily-minded, tend to flip-flop on issues depending on Imperial security interests. The Emperor rarely steps into debates himself but, when he does, he is often able to easily shift the argument in his favor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The Peerage, Noble Orders, and Titles===&lt;br /&gt;
The Imperial nobility is defined and sorted in prominence by their peerages alongside a complex mixture of noble orders and titles, many of which can trace their origins back to the era before the modern Empire. The Empire’s nobility is well-respected in its core worlds and is regarded as the peak of polite Dominian society. Below is a list of some common titles found in the Empire of Dominia, ordered from highest to lowest in the Empire’s peerage. This should be used as a general guide for the Empire’s nobility.&lt;br /&gt;
&lt;br /&gt;
Land-owning nobility going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&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;Royal Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Emperor/Empress: The unquestioned ruler of the Empire of Dominia. This title can also refer to the spouse of an Emperor or Emperess.&lt;br /&gt;
* Crown Prince/Princess: The heir apparent to the throne of the Empire of Dominia, next in line for the Imperial succession. The current heir apparent is Crown Princess Priscilla Keeser.&lt;br /&gt;
* Prince/Princess: Children of the current Emperor that are not the heir apparent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Noble Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Grand Duke/Duchess: The leaders of the Empire’s great houses.&lt;br /&gt;
* Grand Consul: The leader of House Caladius. Unlike a Grand Duke, this position is elected by members of its own great house.&lt;br /&gt;
* Governor: The rule of an Imperial March, one of the Empire’s core worlds. Governorship is not inherited and is instead granted by the Emperor.&lt;br /&gt;
* Marquess/Marchioness: The ruler of one of the systems on the border between the Imperial Core and Imperial Frontier, such as Novi Jadran. Appointed by the Emperor.&lt;br /&gt;
* Viceroy: Ruler of an Imperial Viceroyalty, a colony in the Imperial Frontier. Viceroys are appointed by the Emperor rather than inheriting their title.&lt;br /&gt;
* Duke/Duchess: The immediate subordinates of a governor or viceroy that are responsible for managing regions of a planet. This title is bestowed by a Governor and is not hereditary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Noble Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Count/Countess: The hereditary ruler of an Imperial province and subordinate to a Duke. Counts can also be the administrators of Imperial military bases, though these Counts are not hereditary. Military Counts retain their title, but not their county, after their posting.&lt;br /&gt;
* Viscount/Viscountess: The ruler of a subdivision of an Imperial province, subordinates of the province’s Count. A hereditary position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Nobles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baron/Baroness: The hereditary ruler of a barony, a small plot of land that has been declared the domain of a family in exchange for their loyalty to the Emperor. Typically answer to a Count or Duke.&lt;br /&gt;
* Lord/Lady: A generic title used to refer to a landless noble lacking other honorifics, such as the children of a noble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baronet: A gender-neutral, landless hereditary title granted by the Emperor or a Governor to a notable commoner family, granting them the status of Primary in the Empire. Often the first step to becoming fully ennobled.&lt;br /&gt;
* Imperial Knight/Dame/Chevalier: A title granted to members of a sanctioned Imperial Order of the Empire such as the Order of the Golden Albatross or The Order of the Broken Mountains. Bequeathed to Primaries, Secondaries, and sufficiently Morozian Ma’zals such as the nobles of Novi Jadran. Holders of the title are not considered nobility through knighthood alone but hold rights and privileges that place them above an untitled Secondary. Whilst regular knights are free to go aboard, those who have achieved significant rank within an Order are expected to remain within the Empire and leaving would see their knighthood stripped from them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Initial Colonization===&lt;br /&gt;
&lt;br /&gt;
The original settlers of the planet of Moroz arrived and founded the city of Nova Luxembourg in July of 2137 within the Mira Sancta System, so named after a belief that the planet would be a bountiful new frontier for humanity. The settlers had been primarily recruited from Europe and East Asia, promised a fertile new home in the deep frontier of human space as many were during this era of colonization. However, these settlers were going farther than any human colonists had gone before. The three colony ships were equipped with a new generation of warp engines that made the trip only take three years and they had been told by their sponsors that terraforming efforts had transformed three barren worlds into utopian paradises to surpass Earth itself.&lt;br /&gt;
&lt;br /&gt;
But as the settlers stepped out onto their new home, they found the planet almost entirely frozen. What terraforming equipment had been there had been abandoned for years— the failing states of Earth had effectively sent tens of thousands of people off without making sure they had a home to arrive to. Their mission was not an official United Nations-sanctioned effort, but a disjointed effort between scattered, failing states. Only three years after they landed the United Nations had even ceased to exist - transformed into the Sol Alliance. In the transition red tape and chaotic bureaucracy consumed everything and old data was lost or neglected, including records of the Morozi colonial effort. And with the colonists&#039; warp-based transponder signals broadcasting on phased out frequencies that no longer existed within Sol, Moroz was cut off with no hope of resupply or escape. With no other option, they brought their colony ship to touch down on the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
The initial colonists of Dominia arrived in three separate areas, as per the original flight plans of their colony ships. Landing Site Fisanduh was located in &amp;quot;temperate&amp;quot; plains to be utilized for farming that was surrounded by mineral-rich mountain ranges, intended to become the industrial base of the colony— unfortunately for the colonists, the landing zone and its surrounding area were discovered to be quite cold. Landing Site Ofassel was located in the most &amp;quot;fertile&amp;quot; area of Moroz, a relatively temperate region of the planet. Intended to be the &amp;quot;breadbasket&amp;quot; of the planet, the colonists of this landing site viewed themselves as blessed with good fortune compared to their fellows. Landing Site Telminia was located near flat, fertile plains intended to serve as the primary launch point for shuttles coming on and off of the planet. Exacerbating the issues of the colonists upon landing was the failure of their local warp-based transponders, meaning that the three landing sites developed isolated of one another for some time.&lt;br /&gt;
&lt;br /&gt;
===The Forgotten Colony===&lt;br /&gt;
&lt;br /&gt;
After landing, all three colony ships were unable to relaunch due to a lack of fuel. In this harsh environment, the colonists quickly learned how to adapt and overcome through a variety of means. Some overcame through unity, while others tried more radical methods.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Fisanduh, the name of the mountainous region in which they had settled, the colonists managed to quickly adapt to their harsh circumstances. They unloaded crate after crate of heavy equipment originally intended for mining and industrial work, managing to establish the respectable city of Neubach in the foothills of the Fisanduh Mountains. The colonists of Fisanduh opted to unify as a whole to conquer their harsh environment and managed to avoid the radical measures undertaken by other landing sites due to the strength of their unity. As the area around Landing Site Fisanduh expanded, and it became clear that the original colonial staff would no longer be able to manage it all, the Confederated States of Fisanduh were formed. To the members of the Confederacy, there was no such thing as a Primary, Secondary, or Tertiary - there were simply Confederates. To the members of other states, however, the population of the Confederated States is primarily Secondaries, due to the lack of a colonial rationing program or nobility.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Ofassel the colonists were more religious than their fellows, being primarily recruited from Eastern Orthodox populations. When faced with the hardship they relied on their faiths to guide them through the harsh initial years of the colonial process, and the clergy quickly became a wealthier and better-fed class than their contemporaries. The religious class of Ofassel was taller, stronger, and more educated than their fellows that worked in the agricultural industry and quickly began co-opting control of the landing site from the small staff of colonial administrators sent along with the ship. It was not until an administrator, a senior official named Valentia Caladius, proposed an alliance with the clergy that the settlement truly began to prosper. The start of the Holy Kingdom of Domelkos grew out of this political alliance, as did House Caladius. The importance of the religious leaders to the Holy Kingdom led to a great amount of emphasis being placed on them, with many referring to them as the &amp;quot;first and most important citizens&amp;quot; of the Holy Kingdom. Over time, this would simply be shortened to &amp;quot;Primaries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At Landing Site Telminia, two families rapidly came to prominence: the Zhao family, a group of engineers involved in ensuring that the engines that powered their capital of Nova Luxembourg kept running, and the Volvalaad family, a group of scientists responsible for the genetic engineering of crops and livestock to prevent the starvation of the colony. The two families would eventually rapidly expand their capabilities and power, with the Zhaos becoming prominent engineers and the Volvalaads moving into human genetic manipulation. They would also, through a combination of their power and manipulation of the colonial bureaucracy, turn the landing site into a monarchy controlled by the two families - now referred to as House Zhao and House Volvalaad. Eventually, they would refer to themselves as the Imperial Alliance of Zhao and Volvalaad. Or, more simply, the Imperial Alliance of Telminia. The engineers of House Zhao were lucky to create a working long-range radio system shortly after landing, which put them into contact with the fledgling Holy Kingdom of Domelkos. The religion of the Holy Kingdom spread to the Imperial Alliance as the two groups grew closely together due to their similar systems of government and similar state of quasi-castes. The nobility of the Imperial Alliance was, like their contemporaries in House Caladius and the Holy Kingdom&#039;s clergy, generally taller and stronger than their commoner counterparts due to a better diet. The caste system of the Imperial Alliance was further reinforced by a primitive version of the later blood debt, in which those living under the control of a noble paid them in service or goods to reside on it.&lt;br /&gt;
&lt;br /&gt;
By 2300 these three groups had grown significantly from their original sizes. The Confederated States had expanded to become a major industrial powerhouse in the Fisanduh Mountains and area around them, but remained behind their mountain ranges aside from the occasional expedition due to the hostile attitude of the Holy Kingdom, occupying western areas surrounding the mountain range— and Imperial Alliance— occupying the eastern regions surrounding the mountain range. Due to the differences between the Confederacy and the Holy Kingdom-Imperial Alliance coalition, conflict was inevitable at some point. It would come in 2355 when the Imperial Alliance and the Holy Kingdom gave the Confederated States an ultimatum: bend the knee and come into the fold as a unified Moroz, or resist and be annihilated. The democratic Confederated States opted to resist, and the bloodiest war in the planet’s history began.&lt;br /&gt;
&lt;br /&gt;
===The War of Moroz===&lt;br /&gt;
&lt;br /&gt;
Lasting almost a full century, the &amp;quot;Holy Crusade to Unite Moroz&amp;quot; as it is called in the Empire of Dominia (the Confederacy refers to it as the &amp;quot;War for Liberty&amp;quot;) economically and militarily devastated the planet. While the war began with victories for the Coalition outside of the Fisanduh Mountains, it became a stalemate when the mountain range was reached by Coalition forces. The Fisanduhian Army had fortified the passes through the mountains and was not willing to give territory. The full might of the Confederated State&#039;s industrial economy was used to defend its harsh mountainous environments while the Coalition turned its biological prowess towards breaking the stalemate. The foundation of the modern geneboosted Primaries originated from this effort to produce more effective soldiers.&lt;br /&gt;
While the Coalition tried their best to break through, they could not. There were breaks in the warring, but they were only temporary ceasefires - simply interludes in what the Coalition viewed as a holy war and the Confederated States viewed as a war for its existence.  But in 2384, after decades of war, the balance of power shifted dramatically.&lt;br /&gt;
&lt;br /&gt;
===2356 - Contact with the Wider Spur===&lt;br /&gt;
&lt;br /&gt;
During the initial months of the War of Moroz, in the hectic mass of radio communications between the two sides, a long-range radio station in Jinxiang picked up an unusual signal in an odd dialect of what they assumed was Vulgae Morozi. None in the station could tell what the communications were, and a House Strelitz codebreaker was summoned in an effort to break what the station assumed was a Fisanduhian cypher. The codebreaker, while unable to decipher the language, summoned a linguist who deciphered the communication and discovered the truth of the message.&lt;br /&gt;
&lt;br /&gt;
The message was a communication from the Solarian Alliance to a survey ship involved in the Warp Gate Project, and had been sent at least a year prior. The message itself was an order to inquire as to the status of Sun Reach, a planet then unknown on Moroz. While not directed at the Morozians, this was the first time they had discovered other humans remained in the Spur. A message was sent in response and the Alliance acknowledged it, and confirmed they did not intend to interfere in Morozian affairs. It was a tremendous day, and 18 December remains widely celebrated throughout the Empire as the day the broader Spur was recontacted.&lt;br /&gt;
&lt;br /&gt;
===2384-86 - The Collapse of Fisanduh===&lt;br /&gt;
&lt;br /&gt;
In late 2384 the Imperial Alliance and the Holy Kingdom made a desperate move. House Zhao was confident in its ability to launch a functional spaceship fleet after decades of research alongside House Volvalaad with the aim of flanking the Fisanduhian lines and deploying elite geneboosted commandos of House Strelitz to destroy the Fisanduhians from the inside. An infantry captain from the Imperial Alliance, Wilhelm Strelitz, was chosen for his exceptional faith in the Morozian Holy Tribunal and leadership abilities. As Captain Strelitz and his crew launched, they were firm in their faith that they would aid them. As the ships took off with their troop compartments full of crack Strelitz troops, all aboard prayed that this would be the end of the bloody war. In the Imperial Palace, the Emperor himself is said to have prayed for the success of the mission.&lt;br /&gt;
&lt;br /&gt;
The Confederated States were not prepared for an orbital assault by the commando units on all their major cities, including their capital of Neubach, with their lines collapsing as Imperial Army troops surged across the borders. By early 2384 the government of Fisanduh had collapsed, but never signed surrender terms to the war, instead opting to enact &amp;quot;Plan SCRAM&amp;quot; and start an insurgency. The last Prime Minister of the Confederated States, Helga Kesselring, shot herself while draped in the standard of the States rather than be taken prisoner. No fully intact copy of Plan SCRAM has ever been recovered from Moroz due to the Confederated States&#039; efforts to destroy sensitive documents in the final hours of its existence as an official government - the only recovered parts of it are a two-page section: a title page reading &amp;quot;PLAN SCRAM&amp;quot; and a second page reading &amp;quot;DESTROY ALL INFORMATION PAST THIS PAGE AFTER READING.&amp;quot; By 2386 the entire region was declared secure.&lt;br /&gt;
With the reunification finally completed at long last, the Imperial Alliance and the Holy Kingdom joined hands with the formation of the Empire of Dominia and the coronation of Godwin Keeser, the ruler of the Imperial Alliance, as the first Emperor of Dominia. The years that followed his coronation on the 29th of June, 2385, would be a time of great change for Moroz.&lt;br /&gt;
&lt;br /&gt;
===2385 - The Early Empire===&lt;br /&gt;
&lt;br /&gt;
The first true Emperor of Dominia, Godwin Keeser reigned from 2385 until his death from old age in 2437. During his rule the newly-formed Empire of Dominia would go from a minor power to a regional force on the level of the nearby Republic of Elyra. Domestically, Emperor Godwin was faced with repeated issues in Fisanduh as the Empire attempted to bring it under control while expanding abroad. Ultimately the 2402-03 Navy Day Uprising, which saw the Empire lose control over Inner Fisanduh, would prove to be the greatest failure of his reign.&lt;br /&gt;
&lt;br /&gt;
Under Godwin’s reign the Empire flourished and its modern institutions began to take shape. He formalized the Imperial military’s structure, much of its colonial bureaucracy, its use of privateers, and the primacy of Morozians over the Empire. Emperor Godwin, while never managing to establish formal relations, did establish ties to the Southern Reaches of the Solarian Alliance and the then-Solarian system of Tau Ceti. When he passed from the material world into Her loving embrace in 2437, he left behind a nation which — while unable to directly challenge the Coalition of Colonies — was a regional power capable of elbowing its way into the broader Spur. His eldest son, Boleslaw Keeser, was left to rule over a significantly more stable and powerful state than the Imperial Alliance his father had inherited.&lt;br /&gt;
&lt;br /&gt;
===22 July 2437 - Emperor Boleslaw’s Coronation===&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
As Emperor Godwin departed into the loving arms of the Goddess on 18 July, 2437, plans had already been made to crown his eldest son as the new Emperor of Dominia. The new Emperor’s coronation in Nova Luxembourg was the first such ceremony viewed by the wider Spur, and was attended by representatives from various Solarian systems, some Coalition member states, Elyran diplomats, and others. Following three days of national mourning the Immaculate Hand placed the Imperial crown upon Boleslaw Keeser’s head, and the second ruler of the vastly expanded Empire was born, with its domain now stretching from Nova Luxembourg to Sun Reach.&lt;br /&gt;
&lt;br /&gt;
===2437 - The Modern Empire===&lt;br /&gt;
&lt;br /&gt;
Under Emperor Boleslaw’s reign the Empire has continued to prosper, though many view the current Emperor as not having surpassed his father. His reign has seen the addition of a new — yet controversial — great house in 2440 with the arrival of House Kazkhz, further improvements to Morozian infrastructure, and more cooperation with the broader Spur. Notably, NanoTrasen established formal business relations with the Empire in 2452 while Zavodskoi Interstellar did so in 2441. The Empire was one of the first stellar nations to recognize the newly-independent Republic of Biesel and has had a cooperative relationship with it ever since.&lt;br /&gt;
&lt;br /&gt;
Boleslaw’s reign has seen more conflict with the broader Spur than his father’s, particularly with the nearby Republic of Elyra, and has brought the Empire into worse relations with the Coalition of Colonies through expansions of its privateering and aggressive use of the Imperial Fleet against unaligned frontier worlds near the Empire to annex them. Military expansions throughout his reign have seen the Empire’s continued expansion toward the territories formerly controlled by the Alliance, where it repurposes Solarian hegemonic era structures for its own resource extraction needs. Some in the Empire call this an unsustainable expansion which will inevitably draw it into conflict with the wider Spur, but none can deny the resources brought by its expansion aid its continued growth. Internally, Inner Fisanduh remains an issue and many of the great houses are rumored to look poorly upon House Kazkhz for their recent arrival and Emperor Boleslaw’s favor of them.&lt;br /&gt;
&lt;br /&gt;
In the 2460s, with the shadow of the phoron crisis beginning to fade, Emperor Boleslaw continues to reign, but he is increasingly elderly and infirm. As more and more of his duties are taken over by the heir apparent, Crown Princess Priscilla, the Empire looks towards the future with trepidation. Priscilla, when she ascends, is anticipated to be more liberal than her father, and none can anticipate what this outlook will bring to the issues currently facing it.&lt;br /&gt;
&lt;br /&gt;
==Dominian Society==&lt;br /&gt;
&lt;br /&gt;
===Primaries===&lt;br /&gt;
&lt;br /&gt;
The Primaries are the noble and liturgical classes of the Dominian Empire&#039;s humans, though the noble class of Dominia often sees Secondaries adopted into it. Due to centuries of eating better than their commoner and lay counterparts, Primaries are physically larger and more imposing than their Secondary cousins. Secondaries that are elevated to nobility, though still primaries, tend to be slightly shorter than older families. Dominians (or Morozians, if you are from the former Confederated States) of this social class are not typically found in Fisanduh due to its lack of nobility and can reach heights of six feet in both genders. &lt;br /&gt;
&lt;br /&gt;
[[Unathi in Dominia|The Unathi of the Empire]] are near-universally Primaries, as members of the Great House Kazhkz-Han&#039;san. Though some Unathi Secondaries exist, they are a small fraction of the already-small Unathi minority in Dominia, and are often mistaken for Primaries by laypeople.&lt;br /&gt;
&lt;br /&gt;
Land-owning Primaries going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 6&#039;5&amp;quot;. The older a noble lineage, the taller they will be on average. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;4&amp;quot; - 6&#039;3&amp;quot;. The older a noble lineage, the taller they will be on average. &lt;br /&gt;
&lt;br /&gt;
===Secondaries===&lt;br /&gt;
&lt;br /&gt;
Secondaries are the commoners and laypeople of Moroz, those on the planet lacking noble titles or liturgical positions. Exceptional Secondaries are often ennobled, becoming Primaries. They make up the bulk of Moroz&#039;s population but are the second-most populous group overall in the Empire after Ma&#039;zals. Secondaries as a whole tend to be smaller than Primaries (though there are exceptions) and represent a more diverse social class than the Primaries do, but are a part of the same Morozian ethnic and cultural group. The key difference between the two classes is the presence of a noble title. In the Empire proper, Secondaries form the core of the Moroz Holy Tribunal and Imperial society as a whole. Within the former Confederated States, Secondaries are instead referred to as &amp;quot;Morozians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recent Unathi immigrants from outside the Empire, or those rejected by the Kazhkz-Han&#039;san, are considered Secondaries. Unathi Secondaries are very rare, with most of them eventually either being adopted into House Kazhkz-Han&#039;san or leaving the Empire for greener pastures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;1&amp;quot; - 5&#039;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Ma&#039;zals===&lt;br /&gt;
&lt;br /&gt;
A blanket term used to refer to those citizens— or subjects— of the Empire that are not from Moroz, Ma&#039;zals represent the Empire&#039;s underclass. They are an extremely diverse group that tends to be generally rebellious, and resistant to Imperial control. Those that do opt to side with the Empire have either been integrated into the Empire&#039;s colonial system or are turncoats. Ma&#039;zals also form a large population in the Coalition of Colonies, as they often flee from the Empire through whatever means are available. Ma&#039;zals form the backbone of the [[Dominian Imperial Military]] and can rise to great heights in the Imperial Army, though the majority never rise beyond the most junior officer ranks.&lt;br /&gt;
&lt;br /&gt;
Ma’zals, while diverse, can be divided into three distinct groups that the Empire of Dominia keeps track of. The largest of these groups are the &#039;&#039;&#039;“regular” Ma’zals&#039;&#039;&#039; of the Empire that have yet to fully accept Imperial rule. These Ma’zals are generally found on recently conquered planets and tend to be the most resistant to Imperial control, with violent resistance not being uncommon. No matter how much the Empire tries there are always those that continue to resist even after most have accepted their status as Imperial subjects, and House Strelitz often becomes involved in counter-insurgency warfare on Imperial colonies. However, in due time, these Ma’zals will eventually bend the knee to Imperial rule; in part due to the next, and smallest, category of Ma’zal.&lt;br /&gt;
&lt;br /&gt;
The so-called &#039;&#039;&#039;&amp;quot;Elevated Ma’zal,”&#039;&#039;&#039; is an unusual and often misunderstood figure both inside and outside of the Empire of Dominia. Originally an “invention,” of House Caladius, the men and women that make up this category of Ma’zals are trained to serve as bureaucrats in the massive bureaucracy of the Empire of Dominia. This has quite a few advantages as the Elevated Ma’zals know the planet, understand the local language and customs and can be utilized as a friendly face for the Empire’s control of the planet. Sometimes referred to as the “nobility of the Imperial frontier,” Elevated Ma’zals will often— with blessings from House Caladius of course— form their own noble houses and orders, assuming they are not integrated into House Caladius. These frontier houses are generally always affiliated with House Caladius, and have proven to be a valuable ally of their merchants.&lt;br /&gt;
&lt;br /&gt;
The final category of Ma’zals are those that have accepted Imperial rule and now live as full citizens of the Empire. The &#039;&#039;&#039;“Integrated Ma’zals,”&#039;&#039;&#039; of the Empire make up a smaller portion of the total Ma’zal population than their non-integrated counterparts but possess a greater amount of economic power than their rebellious counterparts and are, though not fully Morozian, considered to be loyal subjects of the Emperor and Goddess alike. The loyalty of some Integrated Ma’zals is so great that many are often awarded the prestigious title of Honourary Morozian, also referred to as “Morozian beyond the void,” in some areas, which represents that they have demonstrated a very high level of commitment to the Empire. Such an award is accompanied by immediate ennobling with the great house that recommended the award be bestowed.&lt;br /&gt;
&lt;br /&gt;
===Geneboosting===&lt;br /&gt;
&lt;br /&gt;
A technique dating back centuries, geneboosting is descended from colonial efforts to genetically engineer species adapted to the harsh Morozian climate. Geneboosting was originally used on humans by the Volvalaads at the behest of House Strelitz with the intent of improving the Imperial Army&#039;s officer corps before being adopted by House Volvalaad as a way to create a better class of nobility. Geneboosting is done during the fetal development stage. It greatly enhances the natural genetic structure of the patient, removing flaws and emphasizing strengths. &#039;&#039;&#039;This form of genetic modification is limited to the nobility due to the high cost and status associated with it&#039;&#039;&#039;. The effects lead to enhanced attributes and appearances: those geneboosted are stronger, faster, more able, and much longer-lived than their non-geneboosted counterparts. Geneboosted playable species tend to be slightly taller than average, with humans becoming as tall as 6&#039;8&amp;quot; (2.03m) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to being prohibitively expensive. Talks with Zeng-Hu to improve upon Dominia&#039;s pre-existing gene boosting techniques have not yielded results.&lt;br /&gt;
&lt;br /&gt;
===Dominian Heads of Staff===&lt;br /&gt;
&lt;br /&gt;
As a result of the Empire&#039;s fanatical outlook on certain issues such as synthetic life and edict breakers, Dominian heads of staff are fairly rare aboard Stellar Corporate Conglomerate facilities such as the SCCV Horizon. Those that do pass through the requirements needed to become a head of staff are typically considered to be liberals (or, rarely, reformists) in the Empire and typically belong to or are affiliated with a Great House, with House Volvalaad having the greatest representation abroad and House Caladius following closely behind. Nevertheless, they must still go through a great amount of orientation in order to adapt to life aboard such a cosmopolitan vessel.&lt;br /&gt;
&lt;br /&gt;
Dominians that are elevated to a leadership position within the Conglomerate are regarded to be the best and brightest of the Empire by the cartel and are highly-regarded by the for their professionalism and honor despite some difficulties in working with IPCs and other forms of synthetic life. Please note that playing a Dominian head of staff is not an excuse to make a player&#039;s round miserable just because they&#039;re a synthetic.&lt;br /&gt;
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==Languages==&lt;br /&gt;
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The Empire is a multilingual society divided between High Morozi, a Tradeband dialect, and Vulgar Morozi, a Sol Common dialect, along with various Unathi dialects, such as Sinta’Azaziba, and Freespeak. Which of these languages one speaks are generally determined by one’s class and planet of birth. Among the Primary aristocracy and natives of the Imperial Core High Morozi is often the first, and primary, language, with Tau Ceti Basic and Vulgar Morozi fluency viewed as the sign of a good upbringing and education. Primaries who do not speak Vulgar Morozi are extremely uncommon, and those who do not speak the language are generally looked upon poorly by their peers. Many Secondaries speak Vulgar Morozi as their first language, though this varies from family to family.&lt;br /&gt;
&lt;br /&gt;
As one travels further from the Imperial Core, High Morozi begins to rapidly disappear as a first language and is replaced with its Vuglar counterpart, or with Freespeak. Often pejoratively known as “Gutter,” or “Rebel-Speak,” by Dominians the language is associated with the uncivilized frontier. Speaking Freespeak, even if one has knowledge of the language, is considered to be a major faux pas.&lt;br /&gt;
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==Synth Relations==&lt;br /&gt;
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&#039;&#039;&#039;CHARACTERS ABOARD THE HORIZON HOLDING DOMINIAN CITIZENSHIP WHO ARE DISCOVERED BY THE DOMINIAN GOVERNMENT TO BE INVOLVED IN ANY KIND OF INTIMATE RELATIONSHIP WITH AN IPC MAY BE EXTRADITED TO DOMINIA TO FACE PUNISHMENT FOR BREAKING THE FIFTH EDICT AND FOR DEGRADING THE IMAGE OF THE EMPIRE ABROAD. EXTRADITED CHARACTERS WILL NO LONGER BE PLAYABLE ABOARD THE HORIZON AND MAY BE SUBJECT TO THE PUNISHMENTS OF LIFE IMPRISONMENT, PERMANENT EXILE, OR DEATH.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dominian hatred of synthetic life stems from its deep faith in the Holy Tribunal and all positronics are sought out and destroyed upon entering Dominia space. To Dominians, higher level Synthetic life like self-aware AI and IPCs are ontologically evil. Interestingly, to observers, there seems to be a disproportionately high number of shell IPCs present in the sector compared to those beliefs. Rumors that Emperor Boleslaw Keeser declares political rivals untagged shells before black bagging them have been vehemently denied by the Empire.&lt;br /&gt;
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Imperial citizens working abroad in human space often interact with synthetics. In foreign lands, Dominians are expected to maintain some degree of tolerance in the presence of synthetics, abomination though they may be, in order to continue being permitted to work in these environments. While robots, or synthetics without a positronic brain or similar, are not objectionable to the Tribunal, citizens who refused to work alongside AI or IPCs would soon find themselves out of work and are expected to cooperate with these entities when their occupation demands it.&lt;br /&gt;
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==Dominian Extradition==&lt;br /&gt;
While the Empire&#039;s subjects may live and work outside of its borders, they are still expected to uphold the Empire&#039;s reputation abroad. This includes acting in a way that would not embarrass or otherwise be an affront to Dominia or its interests. Should a Dominian citizen abroad be caught perpetrating either of these acts, they may be investigated by His Majesty&#039;s Imperial Diplomatic Service and extradited by local authorities back to Dominia in order to receive the proper punishment from a Dominian court. For purposes of Dominian characters living and working aboard the SCCV Horizon, the information relevant to this procedure is detailed below.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia has an extradition treaty with the Republic of Biesel. It can exercise this treaty to hold investigations pertaining to the conduct of Dominian subjects inhabiting Biesellite space and extradite them back to Imperial space if a breach of an Imperial Edict or other behavior which may besmirch the Empire&#039;s reputation abroad is found. Extraditions and investigations may only be conducted at the request of a consular or if a Dominian character&#039;s conduct is so egregious as to warrant notice by His Majesty&#039;s Imperial Diplomatic Service without the aid of a consular. Dominian Consulars found to be abusing this power or otherwise using this power dishonestly will be considered as breakers the Sixth Edict and will be summarily ejected from His Majesty&#039;s Diplomatic Service and extradited back to the Empire themselves to face punishment. The expediency of an investigation or extradition decision is balanced by a number of factors including an accused person&#039;s class, the severity of the alleged crime, and the amount of evidence weighing against them or in their favor. For example, the most scrutiny and expediency would be paid to Primaries and those accused of flagrantly breaking Tribunalist edicts or plotting against the empire. The processing of extradition requests typically takes a few days, but exceptions can be made if the crime or embarrassment to the Empire&#039;s pride would warrant that the process be expedited. If an investigation or extradition has been requested concurrently with a request for asylum or refugee status with another faction in the setting, the request for asylum &#039;&#039;&#039;DOES NOT&#039;&#039;&#039; nullify any investigation or extradition request unless asylum is granted. Whichever completes first, the asylum-seeking process or the extradition process, is what holds. Extraditions from the SCCV horizon are conducted by Biesellite or SCC authorities in cooperation with His Majesty&#039;s Imperial Diplomatic service. Judgements on extradition and investigations are made by the Human Lore Team and cannot be appealed. &#039;&#039;&#039;Through playing a Dominian character, players implicitly consent to be bound by the decisions made by the Human Lore Team in the event their character is investigated or extradited.&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&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=Empire_of_Dominia&amp;diff=34909</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=34909"/>
		<updated>2024-12-17T10:51:59Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Imperial Cabinet */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = Mira Sancta&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = High Morozi (Tradeband), Vulgar Morozi (Solarian Common)&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The &#039;&#039;&#039;Empire of Dominia&#039;&#039;&#039;, often simply referred to as “the Empire,” is a heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the Mira Sancta System. This autocratic state is presently ruled by His Imperial Majesty &#039;&#039;&#039;Emperor Boleslaw Keeser I&#039;&#039;&#039;. The Empire of Dominia was proclaimed in 2385 by Emperor Godwin Keeser, the father of Boleslaw Keeser. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socioeconomically stratified due to the so-called blood debt, known as the Mor’iz’al. All citizens are born with the Mor’iz’al debt in exchange for the privileges of citizenship, a debt that takes some a lifetime or more to pay off. Imperial society is heavily divided by class and the Mor’iz’al blood debt is a very important part of Imperial society. Many in the Empire follow a strict code of honor, which originates with its great houses. The Empire is considered by many to be a threat to the free frontier. Its state religion is the Moroz Holy Tribunal which lays a heavy hand upon the Imperial government, with their edicts enforceable as law and those that violate its edicts being referred to as “edict breakers,” a class of unpersons actively hunted down by the government. Perhaps the most famous export of the Empire is the gene-boosting techniques it has carefully developed over centuries, though they lag behind the Skrell. It remains highly imperialistic and somewhat isolated but has recently made strides to enter further into the galactic stage. “In the Goddess’s Name, So Shall It Be Done” is commonly regarded as the unofficial motto of the Empire, due to the association of the phrase with the Tribunal.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
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Based on the 2459 Imperial Census, the total population of the Empire is roughly fifteen billion, though this number has grown in the intervening years. Citizens from the Imperial Core tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunal&#039;s power. As one travels outwards from the Imperial Core loyalty to both Emperor and Goddess slowly fades, and the presence of the Imperial Army increases in response.&lt;br /&gt;
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Citizens of the Outer Empire or &amp;quot;Imperial Frontier&amp;quot; tend to lack loyalty to both the throne and the Tribunal, largely due to being conquered by force rather than colonized by Morozians as the Dominian core worlds were. Many subjects are new to the Empire in these regions and are unwilling to bend the knee, leading to a great number of military units being stationed here. Imperial frontier subjects have a reputation for being uncivilized in the Inner Empire. They tend to be unwilling to convert, with these regions seeing higher amounts of edict-based executions.&lt;br /&gt;
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====[[Moroz]]====&lt;br /&gt;
The capital planet the Empire with roughly six billion residents. The planet is largely dominated by its large polar circles which encompass around 70% of the planet’s surface. Moroz is by far the wealthiest settlement in the Empire and owes much of its wealth to the extraction-based economics of Dominian imperialism, which has led to some resentment from other planets in the young Empire.&lt;br /&gt;
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====Zhurong====&lt;br /&gt;
[[Image:Minimap Dominia.png|thumb|A closer image focusing on the planets and territory of the Empire.]]&lt;br /&gt;
Colonized in 2367 by the combined efforts of the Imperial Alliance and Holy Kingdom of Domelkos, the Imperial Mandate of Zhurong is the Empire’s oldest continuous colony. Zhurong is home to plentiful mineral deposits which form the backbone of the local economy, and have ensured the planet is the beating industrial heart of the Empire and its Fleet. Its capital Hongse Chengbao, literally translated as Red Castle, is in one of the few stable regions of the planet and takes its name from the large Imperial Fleet Arsenal which was established there in the early 2370s. Much of the planet’s surface outside of the stable regions is constantly shifting and exposing new mineral deposits which the Empire readily exploits by using large mobile mining walkers designed to withstand the frequent earthquakes and volcanic activity Zhurong is known for. The planet is known to be far hotter than Moroz and local fashion discards the long sleeves and heavy coats of Moroz for short sleeves and lighter fabrics.&lt;br /&gt;
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In both the present day and historically Zhurong has served as a critical industrial hub for the Empire which produces many of its weapons of war, ranging from humble infantry rifles to the venerable Moroz-class dreadnoughts of the Imperial Fleet. Most in House Zhao, which has long dominated Zhurong, believe the War of Moroz was won in Zhurong’s factories and orbital shipyards. The ever-increasing demands of the Empire’s colonial conquests has resulted in the Admiral-Governors of Zhurong creating the Red Castle System: a decree which divides the planet into a series of counties which are ruled by minor nobles or qualified Secondaries affiliated with House Zhao. Appointed by the Admiral-Governor, these Counts and Countesses are responsible for ensuring the quotas set for Zhurong by the Imperial Council are met. If they are not met, the rulers can simply be removed. Despite the risk of removal some families have had a great deal of success as Counts minted by the Red Castle, and have made themselves and their holdings immensely wealthy in the process.&lt;br /&gt;
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Perhaps the most successful of the Red Castle Counts is the Kaneko family, a group of minor nobles who are responsible for large-scale steel production in Kaneko County. Unfailing in their loyalty to House Zhao and the broader Empire, House Kaneko is known for its fair and relatively meritocratic policies towards its subordinates, including its Ma’zal workers, and has never once failed to meet its assigned quotas. Their family crest — a yastr holding a forging hammer in its claws — is stamped on every piece of steel they forge and is a common sight throughout the Imperial military. House Kaneko’s motto — Zhurong Steel — has become a slang term in many corners of the Empire for a high-quality product which will not fail. The family has consistently refused offers to integrate it into House Zhao, citing their role as servants of House Zhao above all things. More cynical souls have pointed to House Kaneko’s independence allowing for it to more easily interact with foreign companies, such as Zavodskoi Interstellar.&lt;br /&gt;
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Those beneath these Counts and Countesses are primarily Ma’zals and less wealthy Secondaries, though some minor nobles can be found in administrative positions across the planet. The factories and mineral fields of Zhurong are a common destination for Ma’zals looking to quickly work off their Mo’ri’zal, and those of their family, despite the hazards associated with working in the mineral fields. Earthquakes and volcanic activity are two major hazards which face the mining walkers of Zhurong, and injuries can be quite common among the planet’s miners despite safety standards and protective equipment demanded by the Admiral-Governor for all miners. In the factories in orbital works of Zhurong life is significantly safer but pay is lower. Zavodskoi Interstellar, a recent partner of the Empire, has begun to invest large amounts of funds into the planet’s industrial infrastructure, and Zhurong’s fortunes seem to have improved greatly through cooperation with Zavodskoi. Some in the broader Spur have whispered of Zavodskoi’s intent to turn Zhurong into their version of [[New Hai Phong]] — an industrial planet which they can cite as a major accomplishment and source of income.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
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====Zhurong Imperial Shipbuilding====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Let me phrase this in a way even you can understand, Grand Consul. A sculptor cannot function without her materials, yes? The resources you will be diverting into this pet project of yours are my materials, and my sculpture is our Empire!”&amp;lt;/i&amp;gt; — Grand Admiral Huiling Zhao during discussions preceding the creation of ZIS.&amp;lt;/center&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Zhurong Imperial Shipbuilding&#039;&#039;&#039; is a Zavodskoi Interstellar affiliated company subordinate to the larger Zhao-run Zhurong Imperial Naval Arsenal (ZINA) which is located on the Empire of Dominia’s industrialized core world of Zhurong. The ZIS is focused around, as the name implies, the construction of ships but has a focus on civilian hulls rather than military ones. Founded in 2462 after the construction of multiple shipyards in orbit of the industrial planet [[Empire_of_Dominia#Zhurong | Zhurong]] by House Zhao and funded by House Caladius, ZIS is  a successful attempt by the Empire to force Hephaestus Industries out of a market, in this case the need for civilian and industrial vessels within the Empire of Dominia, and replace it with a native Dominian company. &lt;br /&gt;
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Contemporary Operations and Influence: Currently, the ZIS profits along the Great Houses of the Empire, using the raw resources of newly conquered frontier worlds to build the vessels which transport those resources from the frontier worlds. By cooperating with both  House Zhao and Caladius and focusing their efforts on civilian vessels rather than military ones, ZIS has come to hold a near monopoly over the construction of those vessels within the Empire, and limitations on other megacorporations places by the Chief Commissioner of Economic Development ensure their position remains secure. Outside the empire they currently compete with Hegeranzi Starworks, a Hephaestus subsidiary for markets not only in the Badlands but across the Spur. Currently, the Starworks has a leading edge due to the help of Hephaestus Industries and ZIS’ focus on serving the Dominian market first. However, ZIS is increasingly finding an edge in more specialized vessels and equipment compared to the mass production design of the Starworks. ZIS works closely with Zavodskoi Industries, who buys their ships for sale outside of the Empire. Zavodskoi also provides many skilled engineers for the ZIS through a work contract program. Most ZIS employees not affiliated with Zavodskoi are Ma’zals from the Imperial Frontier seeking better work and higher wages to pay off their Mo’ri’zal. These Ma’zals are typically supervised by Secondaries, who make up the vast number of white-collar jobs found in both ZIS and its parent company, ZINA.&lt;br /&gt;
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&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Lord Master of the Shipyard (CEO): Lanying Zhao&#039;&#039;&#039;&lt;br /&gt;
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Though criticized by many in House Caladius for being clear evidence of Imperial Fleet meddling in the affairs of civilian shipbuilding, the Admiral-Governor of Zhurong has doggedly maintained her position as Lord Master of the Shipyard through her own influence, vast talents, and the patronage of the Grand Admiral. Lanying’s tenure as ZIS’ first, and so far only, leader has been relatively unpopular with House Caladius due to her repeated choices to direct ZIS resources into ZINA, which she also controls, despite protests by many merchants. Conversely, these choices have made her quite popular with her own house. Rumors have recently spoken of the Admiral-Governor, a woman bored half to death by her duties, resigning her position as soon as a successor emerges. Only time will tell if these are true.&lt;br /&gt;
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&#039;&#039;&#039;Master of Production: Xiu Zhao&#039;&#039;&#039;&lt;br /&gt;
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The mind behind many ships used by civilian and military actors across the Empire, Xiu Zhao is often regarded as one of the house’s greatest contemporary engineers. Serving as Master of Production is something of a retirement for the old engineer as he is now responsible more for production schedules than military vessels. Some say it is more a punishment than retirement for his promotion and production of the somewhat inefficient Empire-class cruiser, but House Zhao has been quick to deny these rumors. Regardless of why he is there Xiu has proven to be an effective technical mind, though he often finds himself in conflict with Lanying over how best to allocate resources.&lt;br /&gt;
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&#039;&#039;&#039;Commissioner of Finance: Annette Caladius&#039;&#039;&#039;&lt;br /&gt;
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The comptroller of ZIS’ budget, Annette Caladius — otherwise known as the Countess of Saint’s Landing on Alterim Obrirava — is a woman often frustrated by her associates on the executive committee. Much of her time is spent thwarting Zhao plots to funnel more money away from ZIS and its merchant ship production. The time which is not spent doing this is often instead spent managing the affairs of her distant, though religiously important, holding or meeting with the myriad House Caladius-affiliated merchants. Countess Caladius is almost always surrounded by a throng of Secondary and Ma’zal clerks, secretaries, and functionaries who work tirelessly to ensure the will of House Caladius is carried out at ZIS. While the Countess has won great approval in her position she has long yearned for more, and some believe she is merely using ZIS as a springboard to launch herself into the position of Grand Consul — House Caladius’ elected leader.&lt;br /&gt;
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&#039;&#039;&#039;Chief Supervisor of the Shipyard: Henryk Gottfried&#039;&#039;&#039;&lt;br /&gt;
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An Imperial Knight with a long history of service in the Imperial Fleet, Sir Gottfried is the only Secondary on ZIS’ executive committee. A former Fleet logistics officer assigned to the elite First Battlefleet, his organizational skills — and family connections to House Zhao — made him an ideal candidate for the position of Chief Supervisor of the Shipyard, and he is now responsible for much of the day-to-day running of ZIS. A Fleet man to the core, Gottfried is not unwilling to shift ZIS resources to Fleet projects if the Governor-Admiral or Grand Admiral deem it needed.&lt;br /&gt;
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&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
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With the shipyards of the Zhao-dominated Zhurong Imperial Naval Arsenal almost entirely focused on the construction of military vessels and their accessories, the Empire, and House Caladius, found itself struggling to transport resources from their expanding frontier colonies to the Imperial Core for use in heavy industries or other economic activities. The Empire, ever wary of outside influence, curtailed the expansion of [[Hephaestus Industries]], who had been attempting to enter the market with their ships produced by [[Unathi_Guilds#Hegeranzi Starworks | Hegeranzi Starworks]], one of their subsidiaries. House Zhao was instructed by the Emperor and Chief Commissioner of Economic Development Izla Caladius to create an imperial company to supply ships for the empire&#039;s industry, being the great house most familiar with shipbuilding. As the Zhaos were more obsessed with their military shipyards however, they came to an agreement to work closely with Zavodskoi Interstellar, a well respected company in the empire, to accomplish their orders with minimal effort. Were it not for Zavodskoi, the ZIS would be an often ignored and poorly supplied organization. &lt;br /&gt;
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Many in House Zhao, including — according to the Fleet’s rumor mill — the Grand Admiral herself, resent ZIS for taking up valuable manpower, resources, and time which could have instead been diverted to the Imperial Fleet’s arsenal, and perhaps allowed for the construction of a third of the feared Moroz-class dreadnoughts. But the House and the Imperial Fleet are not blind to the reality of the situation: while the existence of ZIS may result in a small decrease in materials sent toward what truly matters, more ships for the ever-complaining House Caladius will allow the Fleet to divert its cargo transports toward more important tasks. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Alterim Obrirava====&lt;br /&gt;
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A lush and Earthlike planet in a system rich in Helium-3, the Imperial Mandate of Alterim Obrirava is a wealthy core world of the Empire of Dominia and a key hub of its fuel industry. Colonized alongside Alterim Balteulis in 2379 during the tail end of the War of Moroz, Obrirava is dominated by Houses Caladius and Zhao. The two great houses do not typically agree on the matter of selling the planet’s bountiful Helium-3 abroad: the Caladius advocate for it, the Zhao advocate against it, and the governor rounds himself caught in the crosshairs of the great houses. Despite Zhao-dictates restrictions on selling its most valuable resource abroad, the planet’s capital, Ilstel, is home to a thriving foreign merchant community sponsored by House Caladius. The planet’s environment is pleasant and many of its residents are immigrants from Moroz who have migrated from the frozen capital of the Empire for greener climates. Clothing on Alterim Obrirava is lighter and more colorful than its counterparts on Moroz.&lt;br /&gt;
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The pleasant and green environment shows signs of having been terraformed at some point by an unknown, likely now extinct, galactic power. Some have theorized the terraforming may date to the Glorsh era but the Empire has consistently refused foreign researchers access to the planet for the purpose of studying its biosphere. House Caladius and much of the broader Empire have claimed the idyllic environment of Alterim Obrirava are a clear indication of the Goddess blessing the Empire with boons. House Volvalaad has long allegedly researched the biosphere alongside the other great houses but has yet to release any information beyond the Empire’s scientific community. More Goddess-touched — the rare women gifted with the ability to “hear” the Goddess — have originated from Alterim Obrirava than any other planet in the Empire.&lt;br /&gt;
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The tourism industry is one of the largest employers of Obrirava’s residents aside from the Helium-3 industry, which employs more Obriravans than any other single industry. Most tourists are other Dominians, and they tend to be either Primaries or wealthy Secondaries. The Secondaries and Ma’zals which make up the service sector of the planet hold themselves to the highest standards to ensure they satisfy the wants and demands of these rich Dominians, and often find themselves employed by [[Idris Incorporated]] when they go abroad. Those who do not work in the service sector are often Ma’zals who are employed in the planet’s orbital Helium-3 mining and refining industry. While not as hazardous as Zhurong by any stretch of the imagination the asteroid fields which the system’s Helium-3 is harvested from are located far in space and demand painstaking EVA work to harvest. Zavodskoi Interstellar is a recent entrant to the Helium-3 mining industry in the system and has established several joint ventures with the engineers of House Zhao.&lt;br /&gt;
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====Alterim Balteulis====&lt;br /&gt;
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The dry and hot Tribunalist Mandate of Alterim Balteulis was originally colonized in 2379 by devout members of House Caladius who felt called to spread the Moroz Holy Tribunal beyond Moroz itself. They established the planetary capital of Casotania and quickly set to work constructing shrines and churches to honor the Goddess’ conquest of this uninhabited world. Alterim Balteulis is home to vast, dry savannahs and hot deserts which encourage the planet’s dominant form of extreme weather: sandstorms. While they can be devastating to unprepared crops and settlers the residents of Alterim Balteulis have overcome these obstacles through faith and clever engineering techniques such as shielded farms and protected railroads.&lt;br /&gt;
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The primary draw of Alterim Balteulis is its immense number of Tribunalist churches, including the massive Grand Cathedral of the Holy Tribunal – an extravagantly expensive structure commissioned by House Caladius to demonstrate their unwavering commitment to the Goddess and built in an area painstakingly terraformed with assistance from House Volvalaad to resemble an idyllic settlement outside Domelkos on Moroz. While some more liberal Tribunalists have balked at this expense the religious grandiosity of the planet has attracted many migrants and pilgrims from across the Empire, some of which opt to settle upon the planet’s dusty surface.&lt;br /&gt;
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Due to its climate Alterim Balteulis is home to a large amount of the Empire’s [[Unathi]] population, but they remain a small minority on the planet.&lt;br /&gt;
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====[[Novi Jadran]]====&lt;br /&gt;
[[Image:Imperial_Frontier.png|thumb|The flag of the Empire&#039;s frontier regions. Its colors symbolically represent Houses Caladius, Zhao, and Strelitz in addition to the Empire itself.]]&lt;br /&gt;
A tundra planet initially colonized by inhabitants of the Adriatic coasts with a population of roughly 100 million people, located near the edge of the Empire&#039;s westernmost frontier. Predominantly cold and icy with short summers, this climate has kept the economy primarily rural and much of the planet underdeveloped, with most living in small cities dotted around the coast and major waterways. A few major population centers exist, such as the capital of Nova Rijeka, that have a semblance of a modern service-based or industrial economy, though these are typically based around processing the foodstuffs the planet is well-known for. Noble authority on the edge of the Empire in Novi Jadran is quite strong, with many people viewing themselves as loyal to their local nobles first and the greater Empire second.&lt;br /&gt;
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Novi Jadran has been under firmly the Empire&#039;s control since its peaceful annexation in 2389, and has proved itself to be a loyal colony despite not contributing much to the Imperial treasury. Many in the Empire view it as the “model colony” of the Dominian frontier and it is visited by many functionaries on tours due to this status, with the Chief Commissioner for Colonial Affairs visiting the planet twice a year. These visits are major events for the planet’s inhabitants and bring with their best offerings for the visiting Primaries in hopes of attracting attention, and the benefits from having a Primary’s eye upon you. These gifts are usually finely crafted feasts and food, though it is not uncommon for horses and other animals to be presented.&lt;br /&gt;
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Planetary cuisine holds true to its Adriatic roots, with many Croatian and Italian elements still present. Fish-based diets are ubiquitous among the rural people as the vast oceans make for perfect fishing conditions and much of the ground is too cold to properly till. The raising of livestock is common towards the equator of the planet, but is not as prevalent as fishing.&lt;br /&gt;
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Despite its status as the “model colony” the planet is not without its problems. Many local nobles are negligent regarding the needs of the rural population and often refuse to carry out mandated infrastructure or electrical reforms. Many of the rural inhabitants in far-flung regions still have either no electricity, or very little. The petty nobility that oversees the various settlements and cities often protests this mismanagement, but the dukes keep them in check through vast and indulgent parties and balls. Calls for a new administration have been spreading around the planet for some months, but only time can tell if the nobility will be reigned in by the Empire or not.&lt;br /&gt;
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====[[Sun Reach]]====&lt;br /&gt;
&lt;br /&gt;
Fully conquered by the Imperial Dominian Army in 2422, the Imperial Viceroyalty of Sun Reach is the least populous of the Empire’s major worlds and derives its name from the planet’s largest settlement — a small town which has been transformed into a metropolis over the last forty years due to House Caladius’ investments into its infrastructure and the system’s incredible amounts of Helium-3, the lifeblood of the Imperial Fleet. Sun Reach is a world commonly known through the Empire for the hot, wet climate which supports large fields of algae farmed by those citizens of the planet not employed by the Helium-3 industry. Much of the planet’s surface is dominated by mangroves and swamps which make building infrastructure difficult, and what infrastructure is built through these regions must be painstakingly maintained lest it falls into disrepair and ruin. A resident of Sun Reach is generally referred to as either a Sun Reacher or, more informally, a Reacher.&lt;br /&gt;
&lt;br /&gt;
Prior to its annexation by the Empire — described in official Viceroyalty histories as a triumphant rescue from the banditry and anarchy which had ruled the planet, and by dissidents as a brutal occupation which has continued for four decades — Sun Reach was one of dozens of post-Solarian Hegemonic Era colonies, worlds colonized during the pre-Interstellar War era during the Alliance’s golden age and abandoned in the Alliance’s [[Sol Alliance History#2302: Elyra’s Secession and the Collapse of the Southern Solarian Frontier|retreat from the Southern Solarian Frontier after 2302]]. Utilized by the [[Solarian Armed Forces#Solarian Navy|Solarian Navy]], much like the later Imperial Fleet, it was abandoned with valuable assets such as its Helium-3 industry and limited shipbuilding facilities intact. In the intervening years Sun Reach’s colonial government — left behind during the retreat — turned itself from a Solarian government into a bandit state which relied upon its Helium-3 resources and shipbuilding to dominate its poorer and weaker neighbors, and had successfully a small piratical empire of its own by the late 24th century. These Pirate Lords, descended from the original colonial administration, enriched themselves but not the planet’s people, causing resentment to build in a poor, mostly rural population kept in check through fear and intimidation.&lt;br /&gt;
&lt;br /&gt;
But by the dawn of the 25th century, the beginning of the end for the Pirate Lords was in sight. The rise of the nearby and much more powerful Empire of Dominia had created an opponent they could not hope to best, and the former tributary states of the [[Human Piracy|pirate empire]] beseeched [[Moroz]] for protection — as did a small group of [[Moroz Holy Tribunal|Tribunalist]] faithful on the planet. A minor skirmish between Pirate Lord-aligned vessels and the [[Dominian Imperial Military#Notable Fleet Forces and Equipment|Imperial Fleet’s 1st Battlefleet]] in 2422 was utilized by the Empire to launch a formal invasion of the planet within the same year, and the Pirate Lords rapidly found themselves defeated, tried, and mostly executed by the triumphant Empire — though some escaped to the [[Republic of Elyra]] or [[Coalition of Colonies]]. Some of the population, ecstatic to be free of the Pirate Lords, accepted the Empire with open arms, while others saw it as trading of one despot for the other.&lt;br /&gt;
&lt;br /&gt;
In the forty years since its conquest the Viceroyalty has done much to both endear itself to and aggravate the Empire. While much of the population — particularly those in the Imperial capital of Sun Reach and the fertile “Algae Belt” around the planet’s equator — are steadfast in their loyalty to the Empire, the swamps and mangroves which define much of the planet&#039;s surface have proven themselves to be a persistent source of trouble for the Empire. Dissident Sun Reachers, or [[Dominian Imperial Military#The Imperial Army|Imperial Army]] deserters, will often flee into these areas and from there, launch guerilla attacks against Imperial forces and loyalists. A longstanding campaign by forces of the Imperial Army, [[Dominian Imperial Military#Notable Imperial Army Units|local militias]], and [[Dominian Imperial Military#The Imperial Flying Corps|Imperial Flying Corps]] has suppressed these guerrillas, but has not entirely eliminated what the Viceroyalty described as, “rural banditry,” on the planet. Problems with development due to the planet’s environment still remain and many Sun Reachers live as sustenance algae farmers, with only a career in the He-3 industry that dominates its industrial centers or a life in the Imperial Military as exits. Perhaps in honor of their piratical heritage, many Sun Reachers join the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] or, failing that, the [[Human Piracy#Empire of Dominia-Affiliated Privateers|Goddess’ Flotilla]].&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
The Dominian economic system is based around the extraction of goods from its frontier to enrich the Imperial Core and fuel the Empire’s war machine. It is dominated by the Empire’s four human great houses, who are powerful enough to absorb or subvert potential competitors, and primarily concerns itself with defense-related production. The main currency of the Empire is the Imperial Pound (Ф), which is backed by precious metals owned by the Imperial Central Bank in Nova Luxembourg, Moroz. However, currencies such as the Solarian Standard Credit or Biesel Standard Credit are commonly used by merchants throughout the Empire. The Empire’s largest employer is its industrial sector, followed by the service sector and the agricultural sector. The Imperial government is the Empire’s single largest employer as it de jure controls many defense-related industries, though in reality these industries are often run by Houses Zhao and Strelitz.&lt;br /&gt;
&lt;br /&gt;
One of the most profitable industrial sectors in the Empire, particularly in the wake of the phoron crisis, is its Helium-3 (He-3) refining industry. This industry is the lifeblood of the Imperial Fleet, the Empire’s main method of colonial conquest and control, as the Fleet’s ships almost exclusively burn Helium-3 in their engines. Most of the Empire’s conquests are done in an effort to find more Helium-3 to fuel its continued expansion, and it often aims to establish control over formerly Solarian He-3 facilities in the Sparring Sea which have sat mostly unused since the Elyran Revolution forced a general retreat by the Alliance from the region. These facilities are often located in orbit above abandoned colonies, such as Sun Reach, which are integrated into the Empire, regardless of their willingness to join it.&lt;br /&gt;
&lt;br /&gt;
Houses Zhao and Caladius have, particularly since 2462, been at odds over what to do with the Empire’s Helium-3 as it is now one of the Spur’s major producers of the fuel. House Caladius seeks to sell it for a profit while prices are high while House Zhao seeks to preserve the Empire’s strategic reserves for what they view as an inevitable conflict with their nearby rival: the Republic of Elyra. Even the Emperor has been unable to make the two houses see eye-to-eye on the issue and the leaders of the two houses are known to become involved in heated discussions on the issue during meetings of the Imperial Council of Electors, and the Imperial Cabinet itself often becomes involved in similarly heated discussions over the issue. Izla Caladius, the current Chief Commissioner of Economic Development, and her close aide, Josephine Caladius, have long avoided the topic and instead busies herself with the development of sustainable industries which will allow the Empire to grow and endure a potential conflict with Elyra.&lt;br /&gt;
&lt;br /&gt;
More liberal elements of the Empire, such as the outward-looking House Volvalaad, have expressed concerns regarding the Empire’s extraction-based economy. They have noted the Empire will, inevitably, run out of easy conquests and instead be faced with the prospect of war against a regional power such as Elyra or the Hegemony, and be forced to endure a prolonged conflict where it will not have easy access to resources to extract and thus sustain its military-centric economy. This stance is not popular amongst the Empire’s nobility outside of House Volvalaad and certain elements of House Caladius, but rumors in the capital of Nova Luxembourg suggest the crown Princess has taken an interest in this particular mode of economic thought.&lt;br /&gt;
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===Economic Sectors===&lt;br /&gt;
&lt;br /&gt;
====Industrial====&lt;br /&gt;
&lt;br /&gt;
The industrial sector of the Imperial economy is its largest and is constantly growing, particularly following recent investments by Zavodskoi Interstellar into it. Most known abroad for shipbuilding and weapons manufacturing, the most profitable subsector of the industrial economy is its Helium-3 mining and refining sector. Though the heavy industry of the Empire is most often associated with Zhurong’s  mines and industries, including orbital shipyards, the industrial sector can be found throughout the Empire and is particularly concentrated in its frontier — where most of its Helium-3 production outside of Alterim Obrirava can be found. The Helium-3 industry of the Empire is dirty and hazardous but is an attractive line of work for many Ma’zals and impoverished Secondaries who cannot afford to pay their Mo’ri’zal — the Empire’s form of taxation. Most of the raw materials used by the industrial sector come from the Imperial Frontier and the Empire’s conquests there.&lt;br /&gt;
&lt;br /&gt;
Workers of the Empire’s heavy industries are almost always Ma’zals from the Imperial Frontier drawn by its high wages and unwilling, or unable, to join the Imperial military. Work is hazardous and hours are long, with few protections for the rights of workers and institutional favoritism towards workers from older colonies of the Empire. How the workers of a given factory or facility are treated is often entirely up to the discretion of the facility manager — themselves often a Morozian or a trusted Ma’zal who has risen to the rank of Honourary Morozian, most typically a Jadraner. While these supervisors can be reported to local Imperial authorities for misconduct, investigations can take months and supervisors are rarely severely punished. Workers do have a quicker recourse: accusing their superiors of sabotaging the military’s supply chains. Those accused of this are swiftly investigated and, if found guilty, dismissed from their positions. Those found not guilty are often given military police officers to investigate the initial reporter, who is often sent to prison for the very crime they accused their superior of.&lt;br /&gt;
&lt;br /&gt;
====Service====&lt;br /&gt;
&lt;br /&gt;
Slightly smaller than the industrial sector, the service sector of the Empire’s economy is growing alongside its larger counterpart. The prominence and size of the Empire’s service sector is rooted in the stark class divisions of its society, with its nobles and wealthy commoners having a large need for luxuries and consumer goods. This sector is dominated by House Caladius, which controls much of the consumer aspect, and House Volvalaad, which controls the medical and welfare aspect. It is not associated with any single planet and can be found across the Empire, though its consumer aspect is more commonly found in the Imperial Core due to its greater wealth and larger population of Morozians. Idris Incorporated, in cooperation with House Caladius, often hires gifted individuals from this sector to work abroad and bring a touch of exotic Dominian culture to the broader Spur.&lt;br /&gt;
&lt;br /&gt;
Those who work in the service sector are often more trusted Ma’zals, wealthier Secondaries, and sometimes minor nobles. Ma’zals are often employed in lower-end jobs as servants of noble families or as hospitality workers, but many can be found in the medical profession working alongside Morozians. The Secondaries and nobles found in this sector are generally employed in the medical field, either by House Volvalaad or by the Tribunal’s medical facilities. Treatment is generally better than in the industrial sector and work is often easier, if at times less profitable. For Ma’zal servants their pay and treatment depends greatly upon the family — or business — which employs them.&lt;br /&gt;
&lt;br /&gt;
====Agrarian====&lt;br /&gt;
&lt;br /&gt;
The smallest and least profitable of the Empire’s three sectors, the agrarian sector is most commonly associated with the remote regions of the Imperial Frontier such as Sun Reach. Many Imperial farms are owned and operated by Ma’zals themselves, but House Caladius currently stands as the largest agrarian landholder in the Imperial Core. Those in this sector are often less wealthy than their counterparts and can work more than their counterparts due to the time commitment farming necessitates. As the frontier farms of the Empire are given wider access to mechanized equipment many of its former workers have since moved to cities to make their fortunes in the factories and refineries of the Empire or have instead joined the Imperial military.&lt;br /&gt;
&lt;br /&gt;
Those who still work in the agrarian frontier are in one of the only industries where Ma’zals are influential — though they are often indebted to agronomists and geneticists of House Volvalaad, which dominates the Empire’s genetically-modified crop industry. Life on a farm of the Imperial Frontier is often romanticized as idyllic or bucolic by many Morozians and more integrated Ma’zals, but the work is often physically taxing and provides little in the way of upwards mobility for those living in the countryside.&lt;br /&gt;
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===Great House Corporations===&lt;br /&gt;
&lt;br /&gt;
Essentially state corporations under the management of the great houses, these corporations are major forces in the modern Imperial economy. Each of these corporations is aligned to a singular great house and has a web of subordinate companies across the Empire in both the Core and Frontier. Most have, in recent years, begun to work with Zavodskoi Interstellar but are not dominated by it — at least, not yet. Due to their close relationship with the great houses, and thus the Imperial throne, they are able to exert influence over Zavodskoi within the Empire and their relationship is much more equal than pre-Collapse Solarian-Zavodskoi Interstellar relations.&lt;br /&gt;
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&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;Morozian Imperial Armaments Conglomerate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Strelitz, Morozian Imperial Armaments Conglomerate (MIAC) is the main supplier of equipment to the Imperial Army, Dominian law enforcement, and the civilian firearms market in the Empire. It produces everything from main battle tanks to concealable handguns and has, since 2462, produced equipment for Zavodskoi Interstellar on license. Most of its staff are Morozian Secondaries or Jadranic Ma’zals and few Primaries can be found within its ranks, as House Strelitz nobles and affiliate noble houses view military service as the righteous, honorary pursuit — to instead pursue factory management work is debasing oneself, and a duty better for commoners.&lt;br /&gt;
&lt;br /&gt;
MIAC is found throughout the Empire but its two largest subsidiaries are Jinxiang Imperial Armaments (JXIAM), located in Jinxiang, Moroz, and the Royal Jadranic Armaments Works (RJAW) in Durres, Novi Jadran. JXIAM is the oldest continuously operating military contractor in the Empire and dates to the War of Moroz, where it supplied the weapons which unified Moroz. In the modern era it is the Imperial Army’s vehicle manufacturer and produces everything from logistics trucks to the feared JA-57/2 breakthrough tank. RJAW is a younger corporation which was initially a civilian firearms manufacturer on Novi Jadran. Bought out by MIAC in 2405 it has since become a major small arms manufacturer for the Imperial Army, Imperial law enforcement, and the civilian market. Zavodskoi has a contract with RJAW to expand its operations and its engineers, often wearing gas masks to protect against Durres’ air pollution, can be seen throughout its facilities.&lt;br /&gt;
&lt;br /&gt;
MIAC employees who go abroad typically find employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&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;Juro Genetics &amp;amp; Biotechnological Innovation&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Volvalaad, Juro Genetics &amp;amp; Biotechnological Innovation (JGBI) is a conglomerate of medical and pharmaceutical companies which dominate the Empire’s healthcare industry. One of the first corporations in the Empire to open itself up to the broader Spur, JGBI has long worked with the NanoTrasen Corporation to acquire phoron for medical equipment and research purposes. In recent years this relationship has waned with the advent of the phoron crisis and the entry of Zavodskoi into the Empire. Most JGBI are Volvalaad Primaries or Secondaries and it employs few Ma’zals, with most serving in low-level roles such as custodial or security personnel.&lt;br /&gt;
&lt;br /&gt;
JBGI’s most well-known subsidiaries are the Nova Luxembourg Genetics Institute (NLGI) and the Domelkan Agrarian Research Corporation (DARC). NLGI, the most well-known subsidiary, is responsible for the development and distribution of geneboosting technology throughout the Empire. Headquartered in the Imperial capital, it is one of the wealthiest companies in the modern Empire as a result of its exclusively noble clientele. DARC is a less prestigious, but arguably more important, company due to its focus upon agrarian research, particularly in regards to growing crops in cold climates. It is through their work that Novi Jadran and Moroz are more productive than before, though its spread to the Imperial Mandate has been very slow due to interference by colonial bureaucrats and simple distance. Moroz is, after all, far more profitable&lt;br /&gt;
&lt;br /&gt;
JGBI employees, when they go abroad, typically find employment with the [[Nanotrasen|NanoTrasen Corporation]]. More rarely, due to its pro-augmentation stance, they find employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;Royal Morozian Investment Group&#039;&#039;&#039;&lt;br /&gt;
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Affiliated with House Caladius, the Royal Morozian Investment Group (RMIG) is an investment firm used by House Caladius’ merchant faction to further the great house’s mercantile goals. RMIG is the wealthiest great house affiliated corporation in the modern Empire and controls significant amounts of its real estate market and investment capital. It provides much of the capital used by Dominian corporations to expand their operations and has recently begun to loan Imperial Pounds to Zavodskoi Interstellar. Like House Caladius itself, RMIG has a greater number of Secondaries and Ma’zals than any other corporation, and its executive board has several non-nobles on it. &lt;br /&gt;
&lt;br /&gt;
RMIG does not have major subsidiaries and instead operates several different branches which are responsible for various areas of the Orion Spur and the Empire. The Core Sector — based on Moroz — manages investments in the Imperial Core, whereas the Outer Sector — based on Novi Jadran — manages investments in the Imperial Frontier. Smaller branches manage investments in other human nations aside from the Republic of Elyra, the regional rival of the Empire.&lt;br /&gt;
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RMIG employees, when they go abroad, typically find employment with [[Idris Incorporated]].&lt;br /&gt;
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&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;Imperial Engineering &amp;amp; Shipbuilding Conglomerate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Zhao, the Imperial Engineering and Shipbuilding Conglomerate (IESC) is the largest single producer of spacefaring vessels in the Empire and dominates its construction industry. If a notable government building must be constructed, an IESC subsidiary is the most likely candidate to do so. Unlike other conglomerates, which are headquartered on Moroz, IESC’s headquarters is in the capital of Zhurong, Hongse Chengbao, where House Zhao’s power is at its apex. It has recently become a major cooperator with Zavodskoi Interstellar, particularly its Ingkom subsidiary. IESC staff are cross-class, with its engineers coming from House Zhao’s noble ranks, Novi Jadran’s academies, and more rarely Sun Reach’s Zhao-run schools. Despite the stratified nature of the Imperial Fleet, its primary client, the IESC is fairly meritocratic.&lt;br /&gt;
&lt;br /&gt;
The most famous IESC subsidiaries are the Zhurong Imperial Naval Arsenal (ZINA) and Zhurong Imperial Aeronautics (ZIA). ZINA is the larger corporation and is the main producer of the Imperial Fleet’s vessels, with its naval yards in Zhurong’s orbit supplying nearly every ship used by the Fleet and its engineers attempting to constantly innovate upon its designs. ZINA does some work with Zavodskoi Interstellar and has essentially given its civilian subsidiary, Zhurong Imperial Shipbuilding, to the megacorporation as few in ZINA care to produce civilian vessels. ZIA is a smaller firm that specializes in producing aircraft and is the main supplier of the Imperial Flying Corps. It has, in recent years, attempted to diversify into the civilian aviation market to some degree of success, with many Morozian Primaries swearing by its airliners.&lt;br /&gt;
&lt;br /&gt;
IESC employees, when they go abroad, almost always find employment with  [[Zavodskoi Interstellar]].&lt;br /&gt;
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==The Mo’ri’zal==&lt;br /&gt;
&lt;br /&gt;
The Empire’s unique form of taxation is the Mo’ri’zal, or “Blood Debt” in Vulgar Morozi. The Mo’ri’zal is a lump sum every Imperial subject receives upon birth (or otherwise acquiring their citizenship) that is paid to the state over the course of their life, and is often high enough to require decades to pay off. How quickly one can pay off their Mo’ri’zal is a key marker of one’s economic class in the Empire. Most Primaries — those of the Empire’s aristocracy — have theirs paid off at birth, most Secondaries — the Imperial middle class — pay theirs by early to mid adulthood, and many Ma’zals — the colonial subjects of the Empire — must work their entire lives to pay it off.&lt;br /&gt;
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One’s Mo’ri’zal can be paid off by others, and many noble houses of Dominia attract commoners into their employ through promises of paying off parts of their debt. The Mo’ri’zal can also be paid off in other ways: military service pays five percent of the debt per year served, and injuries received in the line of duty — particularly severe ones — can pay off large amounts of the debt. Those that fall serving the Empire have their entire debt and a part of their immediate family’s debt forgiven.&lt;br /&gt;
&lt;br /&gt;
While the Mo’ri’zal is a significant sum — and criticized by some as simply a state-sponsored form of indentured servitude — it is quite popular in the Empire’s core worlds due to the benefits it provides them: their paying of the Mo’ri’zal funds healthcare, public services such as education, infrastructure, and the might of the Empire’s war machine. It is additionally often trivial for many of them to pay off their Mo’ri’zal due to the wealth of many in the Empire’s core. In the Empire’s colonies, such as Sun Reach, the Mo’ri’zal is looked upon much more poorly. Many Ma’zals were initially born as non-Imperial subjects and only received their Mo’ri’zal when the Empire conquered their planet, and few of them view the debt — which is meant to be paid off gradually from one’s birth onwards — as reasonably payable. While the debt is legally meant to not carry over to one’s descendents, should it be unpaid at one’s death, a familial history of being unable to pay Mo’ri’zals can result in a denial of privileges such as healthcare until the debt is settled -- generally through a family member joining the the Imperial military.&lt;br /&gt;
&lt;br /&gt;
Compounding the issues of these recently-conquered Dominian subjects is the nature through which the Mo’ri’zal is calculated. As the Mo’ri’zal is assigned to an Imperial subject at their birth -- or at the point that they become a subject -- it is not, like other taxes, based upon one’s income. Instead it is based upon one’s perceived loyalty to the Dominian state, and the Imperial throne by extension. Primaries and many Secondaries often have small Mo’ri’zals due to generations of dedicated service to the Empire while less loyal populations -- such as Fisanduhians, Lyodii, and some Ma’zals -- tend to have larger Mo’ri’zals.&lt;br /&gt;
&lt;br /&gt;
The Dominian Unathi are a special case. When they arrived in Dominia, it was clear that they did not have the means to pay the Mo’ri’zal, especially not the older one, who would most likely never live long enough to get to pay for it. Instead, these first-generation Unathi took the [[Unathi_in_Dominia#The_Kazhkz-Han’san_Oath|Kazhkz-Han’san Oath]], to pay the debt they owed to the Empire with their actions and conduct instead of money. While the newer generations of Moroz-born Unathi often take the oath as well, these sinta do have to pay the Mo’ri’zal, generally managing to pay for it by the time they reach adulthood, much like other secondaries.&lt;br /&gt;
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==Edict Breakers==&lt;br /&gt;
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Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space, however, due to the nature of the fourth edict, subjects of Dominian usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominian space under their own volition for judgment. This usually devolves into near-passive harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the lawbreaker and it&#039;s not uncommon for them to allow themselves to be returned to Dominia for judgment and in some extreme cases take their own lives. Edict breakers and exiles abroad in human space sometimes find themselves pursued in the legal realm for infringing on the trademarks of their House if they refuse to change their surname.&lt;br /&gt;
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==Government==&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|The Imperial standard of House Keeser, intended to represent three nation-states of old Moroz that formed the basis of the Empire of Dominia.]]&lt;br /&gt;
The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all-consuming imperial bureaucracy. The Imperial Cabinet and Electors are major parts of the government.&lt;br /&gt;
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===Imperial Cabinet===&lt;br /&gt;
&lt;br /&gt;
The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&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;Colonel-in-Chief of His Majesty&#039;s Special Operations Group: Angelika-Lina Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The typical soldier of the Imperial Army is a well-trained, well-equipped, and well-motivated individual that is able to take and hold ground from the Empire’s typical opponents with ease. But there are some things that even these individuals cannot do, and this is when His Majesty’s Special Operations Group is deployed. The position of its leader — the Colonel-in-Chief — is considered to be an extremely prestigious duty that has been held by a member of House Strelitz since the Group’s creation following the War of Moroz.&lt;br /&gt;
&lt;br /&gt;
The present Colonel-in-Chief is herself a veteran of the Group, as every member before her has been. Recently ennobled into House Strelitz shortly before her ascension, the twenty-five-year veteran of the Imperial Army prides herself on being above politics. Prior to her promotion the Colonel-in-Chief served with distinction in the non-geneboosted section of the Group — an unusual unit for the Moroz-born nobles that often serve with the Group. While her service would cost Angelika-Lina her left eye (lost to shrapnel while in Inner Fisanduh), it would give her the network — and the prestige — required for a promotion to Colonel-in-Chief in 2461.&lt;br /&gt;
&lt;br /&gt;
As Colonel-in-Chief, Angelika-Lina has desperately attempted to stay uninvolved in politics while attempting to mold the Group into a perfect special operations force. While she has managed to consistently increase its budget — and, as a result, its successes — the Colonel finds herself pulled further and further into the realm of noble politicking, and often privately wishes to be back on the field. When the Emperor goes to join the Goddess, many believe that the Colonel-in-Chief, with her multitude of connections to Ma’zals she has served with and obsessiveness towards the Group, will have no choice but to formally align herself with the Crown Princess or be sacked. And to her, the thought of another in charge of the Group — her  Group — is not something she can bear. Her desire to stay away from House politics may also be the reason why, despite tensions between the Strelitz and the Unathi of Dominia, and limitations imposed on said Unathi in the army by her House, the Group still accepts the occasional sinta soldiers within its ranks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner of Economic Development: Izla Caladius&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All states — including empires — are built upon their economies first and foremost. Without a strong economic base to support its wars of conquest the Empire of Dominia would doubtlessly buckle under its own weight and begin to shrink before collapsing, defeated by internal forces rather than external opposition. A position that can only truly be filled by a person addicted to their work, the CCED manages economics through the Empire: everything from taxes to tithes to trade passes across their desk, and is stamped by their hand. The position is regarded as so vital that it has been held by the Caladius since inception and has remained with one family of the house for its entire history, slowly passing from relative to relative through Imperial history.&lt;br /&gt;
&lt;br /&gt;
Born in 2420 to the Montague family of House Caladius, Izla Caladius bears a resemblance to her distant predecessor: Maria Caladius, CCED from 2398 until her unexpected death in an aircraft crash in 2421. Her immediate precursor, Victoria Caladius, perished under similar circumstances in 2445, thrusting the young Izla into the position of chief commissioner alongside her aide, Josephine Caladius — herself quite similar-looking to her relative, Victoria — at the age of twenty-five as a freshly-minted doctor of economic studies. Izla scarcely has a life outside of work and is viewed as something of a reclusive night owl by the rest of the court, with very few daytime appearances ever recorded — a habit which seems to define many CCEDs, which often work atypical hours long into the night.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years as CCED Izla has led the Empire through booms and busts, but has committed it to a steady course intended to ensure the Empire can retain much of its economic and military output even in a disaster scenario where it is embargoed by the entire Spur. Despite this policy she has not shied away from broader trade relations with the rest of the Spur, and is often credited for enticing Zavodskoi to permanently relocate its headquarters to Moroz. Notably, she was a major factor behind the Empire’s decision to stick with Helium-3 refining rather than investing into phoron. With the crisis deepening this policy, criticized in the short term for being unprofitable, is paying dividend hand over fist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner of His Majesty&#039;s Imperial Military: Eliza Volvalaad&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the various cabinet members may hold near absolute power over their respective military branches, it is the Chief Commissioner that directs much of the military’s  efforts from behind the scenes. The chief commissioner is, on paper, intended to exist as the primary director of military research and development. In reality the position — which has been occupied by a Volvalaad since its creation — is used by House Volvalaad to exert influence over Houses Strelitz and Zhao. The research of the Volvalaads is used and valued by all branches of the Imperial Military, but often comes with a price attached, and the cost is typically repaid by carrying out the Volvalaad’s goals abroad.&lt;br /&gt;
&lt;br /&gt;
Born in 2398 to a family long deeply involved in House Volvalaad, Dr. Eliza Volvalaad, PhD. is regarded as one of the Empire’s foremost researchers in the field of laser-based weaponry — much of the military’s laser weaponry currently in use can be traced to her and her Volvalaad-staffed laboratory in Jinxiang on Moroz. Decades of work and research, along with her connections to Houses Zhao and Strelitz, made her an ideal candidate for the position of chief commissioner, which she was appointed to in 2454 in the hope that she would be able to balance the influence of her own house, the Zhaos, and the Strelitz while ensuring the military retained its technological advantage over its neighbors.&lt;br /&gt;
&lt;br /&gt;
In the ten years she has spent as chief commissioner, Dr. Volvalaad has effectively balanced the demands of the Volvalaads alongside the desires of Houses Zhao and Strelitz while ensuring the Imperial Military retained its edge over the frontier systems it must conquer for resources and prestige alike. But despite her best efforts the chief commissioner has not been able to keep pace with the Serene Republic of Elyra’s phoron-backed development sector, and some believe Doctor Volvalaad - now rapidly approaching seventy years of age — will soon retire, leaving the critically important position vacant.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner of Imperial Sovereignty: Antonio Caladius&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Diplomacy — even for the Empire, which has long had sour relations with its neighbors — is key to any modern state. But despite the importance of diplomacy, the role of the Chief Commissioner of Imperial Sovereignty is somewhat limited due to the Empire’s poor reputation abroad, aside from the Republic of Biesel and Jargon Federation. Much of the CCIS’ duties instead relate to maintaining good relations with Zavodskoi Interstellar, which has quickly become one of the Empire’s major employers.&lt;br /&gt;
&lt;br /&gt;
Though a member of House Caladius, Antonio has had close relations with House Volvalaad since his birth in 2412, and often collaborates with Grand Duchess-Electress Landi Volvalaad to push for the demands of both houses abroad. A lifelong liberal Dominian and advocate for a greater Dominian market abroad, Antonio’s ascension to the position of chief commissioner in 2455 was seen by many as a concession by the Emperor to Houses Volvalaad and Caladius.&lt;br /&gt;
&lt;br /&gt;
But despite his high-minded goals of a more liberal, more politically involved Empire, Antonio&#039;s time as chief commissioner has been fraught with disappointment. He has been stymied by the more politically powerful Huiling Zhao and Dorothea-Frieda Strelitz, who favor strength over diplomacy when it applies to the Empire’s frontier, and his efforts to have the Coalition’s embargo formally lifted ended in failure in 2462. Many talk of replacing the often-unsuccessful diplomat, and Antonio worries the Emperor — who now rarely calls upon him — has begun to listen to these detractors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner for Colonial Affairs: Alessandro Amadei&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In a society such as the Empire of Dominia where expansion — for resources, primarily — is a key pillar of its continued ability to survive and thrive, the duty of managing its colonies is one of the most critical in it. Every colonial official found in the Imperial Frontier,from the viceroys in charge of entire planets to lowly Ma’zal bureaucrats, is the responsibility of the Chief Commissioner for Colonial Affairs, the master of the Dominian colonial empire. To be entrusted with such a critical position is to be one of the closest individuals in the Empire to the Emperor, and the current Chief Commissioner has long been a close friend of the royal family.&lt;br /&gt;
&lt;br /&gt;
Born into a family of Morozian bureaucrats in 2426, the young Count Amadei spent much of his youth cavorting with his fellow nobles, including the royal family, and building connections with other Morozian nobles. Wanderlust pulled the young Count into the Imperial Flying Corps where he proved himself an effective — if egotistical — pilot and won multiple accolades for himself, returning to Moroz a decorated veteran. His decorations and connections, particularly to the royal family , led to his ascension to the position of Chief Commissioner for Colonial Affairs in 2456.&lt;br /&gt;
&lt;br /&gt;
Count Amadei, the current Chief Commissioner, is a man of both charisma and controversy: an exceptionally talented administrator, longtime friend of the Emperor, and veteran of the Imperial Flying Corps, Amadei has long been an advocate for both his old Corps and the burgeoning colonial domain that the Empire finds itself ruling. But some in the high society of the Empire gripe at his posting and view him as a mere unaffiliated noble granted privileges solely due to his friendship with the Emperor, and believe they should be represented in the position instead. The Count has long had a poor relationship with House Caladius as a result, and is often known to become involved in spats with Antonio Caladius over the diplomatic repercussions of the Empire’s colonial endeavors. In almost every fight they have, the Emperor sides with Amadei – not Caladius. But as the Emperor ages the Count grows nervous, wondering what will happen to him when he is finally shorn of his greatest protector.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Minister of Unathi Affairs: Kasz Han’san&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Considering the notable Unathi population now in Dominia, and most importantly the fact that the large majority of said population are primaries, the Emperor needed something, or someone, to keep them loyal and in check the moment the Han’san and Kazhkz clans landed. This is certainly not an easy task when speaking of an alien race. From cultural differences to distinct biological characteristics such as diets or sleep cycles, the Empire needed someone who truly understood the Unathi to both represent them efficiently in the Cabinet, and who could then properly communicate to the Sinta of the Empire to coordinate them to the best of their ability and use within the bureaucracy.&lt;br /&gt;
&lt;br /&gt;
Lord Marshal Kasz Han’san, Contact War veteran, once a General under Seryo Kazhkz back on Moghes, and leader of the Han’san clan was chosen for such a role. If the Unathi of the Han’san earned the reputation of being fantastic soldiers, their ability to make charismatic, and at times, cunning leaders is also true, and the old Lord Marshal proves to be both. Though perhaps cautious due to his extensive history of war, he provides some insight on both his people and his political history in maneuvering among a cabinet. In particular, he is often close with Amadei due to the latter&#039;s charisma and knowledge and the former&#039;s interest in the Empire&#039;s political sphere. This spawned from the Unathi&#039;s employment in the outer reaches of the nation&#039;s colonies as shock troopers and enforcement, and as such, Kasz has remained informative and helpful in coordinating with the Chief Commissioner. However, this sometimes puts Kasz at odds with Antonio at times due to his relationship with Amalei, and House Kazhkz&#039;s burgeoning friendship with House Caladius is in an awkward position in the cabinet&#039;s circle as a result. These friendships are something that Kazhkz does his best to maintain in order to stand a chance against all three of the Strelitz within the Cabinet, with which relationships have been tense at best, especially with Dorothea-Frieda.&lt;br /&gt;
&lt;br /&gt;
Despite clan Han&#039;san&#039;s current weakened state after its humiliating defeat against the Fisanduhan Freedom Front, Kasz Han&#039;san remained in the cabinet, most preferring him over the alternative, the much more politically inadequate Salak Kazhkz. The Lord Marshall also managed to prove to be right pick over time for such a role, managing to convince Dominian Unathi to convert to the Tribunal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Grand Admiral of His Imperial Majesty’s Fleet: Huiling Zhao&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
One of the most powerful cabinet positions, the role of Grand Admiral has been filled by a member of House Zhao since its creation. The Grand Admiral holds almost unquestioned authority over His Imperial Majesty’s Fleet — with only the Emperor able to overrule them — and is often regarded as the third most powerful figure in the Empire after the Emperor himself and the Immaculate Hand due to this authority. If the Fleet is both the sword and shield of the modern Empire, the Grand Admiral is the individual who wields both.&lt;br /&gt;
&lt;br /&gt;
Born in 2416, no individual represents House Zhao more than Huiling Zhao. The leader of House Zhao in all but name thanks to her position, Huiling has given her life in service to His Imperial Majesty’s Fleet and now serves as its Grand Admiral following her appointment in 2450. Huiling is a figure beloved in the Empire and often despised abroad, but revels in the infamy her reputation brings.&lt;br /&gt;
&lt;br /&gt;
In her 14 years as Grand Admiral Huiling has seen several systems subjugated by the Fleet and added into the Empire, and has zealously guarded the Empire’s reserves of Helium-3 despite House Caladius’ demands to release parts of the reserve in order to make a larger profit. She has also cultivated a close relationship with the royal family — particularly Lei Keeser — in order to better push a naval agenda. Huiling is confident that, no matter what the Goddess may have in store for her, she will be able to hold onto her position and the power that comes with it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner for Imperial Aviation: Annaliese Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Despite being the youngest of the Imperial Army’s branches, the Imperial Flying Corps have no lack of influence and sponsors due to its status as a club for Morozian nobility. But there is no greater sponsor of the Corps than its commissioner, Annaliese Strelitz. While her aunt — and often rival — Dorothea-Frieda must go through the trouble of managing an entire Army, Annaliese spends the majority of her time cavorting with Morozian nobility and ensuring the Corps maintains their patronage. Much of this fundraising work is done in conjunction with her two allies: Izla Caladius and Alessandro Amadei, who ensure the Corps never lacks for funding — even if the Navy and Army are hardly fans of it at times.&lt;br /&gt;
&lt;br /&gt;
Born in 2423 to a wealthy family long affiliated with House Strelitz, Annaliese was always destined for a life in service to the Empire’s military. But the young Strelitz showed little interest in fighting on the ground and often avoided her cadet courses to pursue flight lessons. Eventually her family conceded and allowed Annaliese to pursue flight full-time, and enrolled her in a cadet course for the Imperial Flying Corps. The young flight officer has used her connections throughout the intervening years to pull the right strings at the right time, eventually ensuring her ascension to the position of Chief Commissioner in 2462.&lt;br /&gt;
&lt;br /&gt;
In her short tenure Annaliese has proven herself to be an exceptional connection-maker for the Corps and an incredible annoyance for Duchess Zhao and Grand Duchess-Electress Strelitz. Annalise spends much of her time boasting of the Corps’ achievements and presenting it as the peak of martial nobility in the Empire. She has effectively drawn sponsors and funding away from the Fleet and Army through this, which gives her military counterparts no end of headaches. Annalise’s attitude — which is infamously narcissistic — has made these headaches far worse.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;High Lord General of His Majesty&#039;s Imperial Army: Dorothea-Frieda Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The most senior leader of the Imperial Army, the High Lord General’s position has been exclusively held by a member of House Strelitz since its inception. The High Lord General’s authority over the Imperial Army is absolute, with only the Emperor able to overturn their decisions. However, the Army’s inability to travel from system to system itself limits this authority and for es a degree of cooperation with the Fleet — something some Strelitz grind their teeth over.&lt;br /&gt;
&lt;br /&gt;
Born into a family with a long history of martial Service in House Strelitz in 2418, Dorothea-Frieda has spent her life in the Imperial Army. While health concerns prevented her from being geneboosted, her strategic brilliance and sufficient grasp of politics has allowed her to become both High Lord General in 2445 and leader of House Strelitz at the same time — a significant achievement that makes her the only cabinet member currently also in command of one of the five great houses. This status makes Dorothea-Frieda a woman of many responsibilities, and she is almost never seen without a throng of aides surrounding her in order to allow her to better respond to any problems that may arise.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years of service as High Lord General Dorothea-Frieda has seen multiple worlds and systems conquered — or at least occupied — by the Empire, with Sun Reach standing as the Army’s most notable recent conquest. She has doggedly tried to stay above politics and has, for the most part, succeeded in this effort. Yet in private corners some whisper that the High Lord General grinds her teeth over the crown princess’ apparent liberalism when it comes to the use of force abroad, and fears the inevitable transfer of power could see the Army lose its importance as the primary instrument of the Empire’s will abroad. But only time will tell if these rumors are true. For now, a very real issue for her might be the tensions with the Chief Minister of Unathi Affairs, Kasz Han’san, who she sees as meddling in affairs that aren’t his own when he tries to better positions for the Unathi of the Imperial army who often find themselves under the authority of an unsympathetic House Strelitz.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;High Seneschal of His Majesty&#039;s Justice: Ngo Juric&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Regarded by many as the most trusted member of the cabinet by the Emperor, the High Seneschal is the primary legal authority of the Empire as it applies to secular law in the Empire’s borders. For better or worse, the High Seneschal must defer to the word of his religious counterparts on matters of the Edicts in the majority of conditions with the exception of violations of the Fourth Edict, where the judiciary takes priority. Navigating this legal environment while advising the Emperor demands an individual who is both unerring in their faith to the throne and able to negotiate with many, many parties.&lt;br /&gt;
&lt;br /&gt;
Fortunately for the Keesers, Ngo Juric, born in 2395 in Nova Luxembourg not far from the palace, is precisely that individual. A friend of the dearly departed Emperor Godwin Keeser and a close associate of the current royal family, Juric has served as the legal councilor for the Keesers for nearly forty years, and has served as Seneschal for almost thirty. A kind and gregarious man, Juric has a reputation for being liked by all he speaks to — including the infamously stone-hearted Inquisitrix of the Holy Tribunal — and is well regarded by all five of the great houses.&lt;br /&gt;
&lt;br /&gt;
But despite his friendly reputation, the High Seneschal is anything but a pushover. His thirty years of service have seen the absolute rule of the royal family set even further into stone, and his legal expertise has led to the Empire ensuring its dealings with Zavodskoi Interstellar are favorable to both parties rather than tipped in the megacorporation’s favor. But Juric is an old man — older than his dear friend, Emperor Boleslaw Keeser, by almost a decade — and many believe the High Seneschal will soon retire, living out the rest of his days content that he served faithfully and firmly – content in the knowledge he left the Empire in a better place than it was thirty years ago.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Director of His Majesty&#039;s Imperial Intelligence Directorate: Alojzia Molnarova&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Power is all too often a fickle, fleeting thing that tempts many and is granted to very few. While House Keeser commands the respect of many in the Empire, from Primary to Ma’zal, there are always those that will seek to rise above their station through ungentlemanly means and subterfuge. The Imperial Intelligence Directorate has long served as a bulwark against such ungoddessly individuals, and its Director is often regarded as one of the most important individuals in the Imperial Cabinet as a result. Since the ascension of Emperor Boleslaw Keeser I in 2437, the position of Director has been held by Baronet Alojzia Molnarova, the only commoner to hold a position in the Imperial Cabinet and a close personal friend of the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2408 to a family of commoners awarded a Baronet during the War of Moroz, little is known of Alojzia’s personal life beyond her current duties. Few photographs exist of the camera-shy Director, and rumors regarding her past — and that of the Molnarov family — abound. Some rumors go as far as to suggest that the Molnarovs are of Fisanduhian descent, or that Alojzia is not a member of the Moroz Holy Tribunal herself. Such rumors have never been formally acknowledged by the Director or her Directorate, but many that promote them publicly are shortly thereafter revealed to be shell infilitators hellbent on destroying the Empire and all that it stands for. They are, of course, promptly executed after their discovery.&lt;br /&gt;
&lt;br /&gt;
As Director, Molnarova has seen that the Directorate has been constantly improved and modernized in order to keep pace with the growing regional threats the Empire faces — Elyra and the Coalition — while ensuring that it is never vulnerable to internal enemies. No price is too great to pay in order to ensure the Empire’s stability, and the Directorate has been accused by many that flee the Empire of employing draconian methods — often alongside the Imperial Army — to crush dissent in the Imperial Frontier. But these rumors are difficult to substantiate, as the Directorate — and its enigmatic Director — are consistently tight-lipped. When her close friend and Emperor dies, none are sure what will become of Director Molnarova. None aside from the Director herself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPENLY ACTIVE IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY NOT BE PLAYED IN-GAME. UNDERCOVER IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY ONLY BE PLAYED AS CONSULARS.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Theodora Gottlieb, High Inquisitrix of the Holy Tribunal&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the High Seneschal and Director concern themselves with the laws and behaviors of humanity, the Holy Tribunal concerns itself with those that break higher, greater principles: the Edicts laid out by the Goddess to Her faithful to follow and obey. The ultimate adjudicator of Her Edicts is none other than the Tribunal’s High Inquisitrix: a woman born with the rare gift to hear and interpret Her words who had been forged into a leader through the crucible of the Holy Tribunal. The High Inquisitrix possesses unquestioned authority over matters of religious law — only the Immaculate Hand, the leader of the Holy Tribunal, or the Emperor himself may overturn one of her decisions.&lt;br /&gt;
&lt;br /&gt;
Born in 2431 to a noble family of little renown outside of Nova Luxembourg, Theodora’s path to High Inquisitrix was not clear to her or her family until she revealed herself able to commune with the Goddess and interpret Her words shortly before her eighth birthday. The following twelve years were spent training in the Holy Tribunal in order to ascend to the position of Inquisitrix — one of the Tribunal’s religious officials responsible for carrying out the Goddess’ will by returning edict breakers from abroad — at the age of twenty. As an inquisitrix Gottlieb was responsible for many things, though her primary duty quickly became apparent: tracking down edict breakers and ensuring they were returned to the Empire alive, to face Her justice. Following a decade of service she was recommended for the position of High Inquisitrix, which she accepted in 2461.&lt;br /&gt;
&lt;br /&gt;
In her three years as High Inqusitrix, Gottlieb has spent much of her time interpreting Her words for the Emperor in addition to her typical duties as High Inquisitrix. High-profile trials and public events — often alongside the Immaculate Hand, her immediate supervisor and one of two individuals Gottlieb must answer to alongside the Emperor — are commonplace, and something the High Inquisitrix excels at. But a part of Gottlieb wishes to return to what she was trained to do: tracking down edict breakers and bringing them to face the Goddess’ justice, no matter where they attempt to hide themselves. But for now her duty is clear: to remain in her lofty position as long as She wills it, and to carry out Her work with all the High Inquisitrix does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Agnes Caladius, Immaculate Hand of Our Lady the Goddess&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Empire’s state is not complete without the Holy Tribunal, which interprets Her will and applies it to the imperfect world of humanity. In the Tribunal there is no authority holier — or higher — than that of its leader, the Immaculate Hand of Our Lady the Goddess. Elected for life by a convocation of priests and priestesses, the Immaculate Hand is regarded as the highest authority on religious matters in the Empire due to their mastery of scripture. Though primarily intended as a religious advisor on the council, the Immaculate Hand’s religious authority arguably makes her the second most powerful person in the Empire after the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2386 to a family long involved in House Caladius, Agnes’ path to the position of Immaculate Hand was anything but clear due to her inability to receive the gift of communion from birth. Though no fault of her own, her lack of this gift prevented the young theologian from joining the ranks of the Inquisitrix as she originally desired, and Agnes instead committed herself to the study of the Goddess and Her words. The young woman proved herself to be a dedicated — if conservative — theologian and a gifted orator, and quickly rose through the ranks of the Tribunal. In 2432, following the death of her predecessor, Agnes was elected Immaculate Hand, the supreme religious authority of the Holy Tribunal.&lt;br /&gt;
&lt;br /&gt;
In her three decades as Immaculate Hand, Agnes has charted a steady course through a quickly-changing Spur. Her reign has seen the addition of the Tenth Edict, codifying the Tribunal’s opinion on augmentations, and generally good relations between the Emperor and both major schools of Tribunalist thought. Additionally she has formally consecrated the largest Tribunalist cathedral abroad, which is located in Mendell City and serves many Dominians employed by Zavodskoi and has worked with the High Inquisitrix to ensure no edict breaker escapes Her justice. But despite her successes the Immaculate Hand grows older each day, and is known to have a poor relationship with the crown princess. What the future holds for her, only the Goddess knows.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Houses===&lt;br /&gt;
&lt;br /&gt;
A moniker for the five most prominent Houses in the Empire, these families are the most powerful political and economic influencers in the Empire. They currently consist of:&lt;br /&gt;
&lt;br /&gt;
* House Volvalaad - House Colors: Blue, Black - A Human-dominated house. This house&#039;s wealth is in genetics and biological research. Of all the Great Houses, it is the biggest supporter of integration into the wider galactic community.&lt;br /&gt;
* House Caladius - House Colors: Purple Shades - A Human-dominated house. This house&#039;s power lies in its money lending and banking, alongside its many land holdings for which it receives a breathtaking sum in rent money. They also control a large amount of the Moroz Holy Tribunal.&lt;br /&gt;
* House Zhao - House Colors: White, Gray - A Human-dominated house. The power of this great house sits in engineering and its numerous naval contacts. It dominates the navy of the Empire of Dominia, with other houses constituting minor portions of the fleets.&lt;br /&gt;
* House Strelitz - House Colors: Gold and Red - A venerable Human house. Largely a military and martial power, it provides most of the Imperial Army’s officers and equipment. It is also the origin of Dominian honor as it is known today.&lt;br /&gt;
* [[Unathi in Dominia|House Kazhkz]] - House Colors: Orange, Red, Yellow - An Unathi-dominated house. Most of their wealth comes from its budding privateering enterprise. Of all the Great Houses, House Kazhkz is the most against integration into the wider galactic community. It has an internal faction, the Han’san, who often enjoy their work bolstering the army’s ranks.&lt;br /&gt;
&lt;br /&gt;
===The Imperial Electors===&lt;br /&gt;
&lt;br /&gt;
The five great houses form the only voting group in the Empire of Dominia, the Imperial Council of Electors. These five individuals, leaders of their respective houses, are expected to meet with the Emperor - or Empress - to discuss and pass legislation impacting the entire Empire. Debates amongst the electors can become extremely heated and can be roughly divided along reformist and conservative lines. The reformists - those that seek a more liberal and widely integrated Empire - are led by the Volvalaads with support from House Caladius’ pro-trade faction. The conservatives - those that believe the Empire is fine as it stands and does not need further integration - are headed by the Kazhkz with support from much of House Caladius’ clergy. Houses Zhao and Strelitz, being more militarily-minded, tend to flip-flop on issues depending on Imperial security interests. The Emperor rarely steps into debates himself but, when he does, he is often able to easily shift the argument in his favor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The Peerage, Noble Orders, and Titles===&lt;br /&gt;
The Imperial nobility is defined and sorted in prominence by their peerages alongside a complex mixture of noble orders and titles, many of which can trace their origins back to the era before the modern Empire. The Empire’s nobility is well-respected in its core worlds and is regarded as the peak of polite Dominian society. Below is a list of some common titles found in the Empire of Dominia, ordered from highest to lowest in the Empire’s peerage. This should be used as a general guide for the Empire’s nobility.&lt;br /&gt;
&lt;br /&gt;
Land-owning nobility going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&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;Royal Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Emperor/Empress: The unquestioned ruler of the Empire of Dominia. This title can also refer to the spouse of an Emperor or Emperess.&lt;br /&gt;
* Crown Prince/Princess: The heir apparent to the throne of the Empire of Dominia, next in line for the Imperial succession. The current heir apparent is Crown Princess Priscilla Keeser.&lt;br /&gt;
* Prince/Princess: Children of the current Emperor that are not the heir apparent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Noble Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Grand Duke/Duchess: The leaders of the Empire’s great houses.&lt;br /&gt;
* Grand Consul: The leader of House Caladius. Unlike a Grand Duke, this position is elected by members of its own great house.&lt;br /&gt;
* Governor: The rule of an Imperial March, one of the Empire’s core worlds. Governorship is not inherited and is instead granted by the Emperor.&lt;br /&gt;
* Marquess/Marchioness: The ruler of one of the systems on the border between the Imperial Core and Imperial Frontier, such as Novi Jadran. Appointed by the Emperor.&lt;br /&gt;
* Viceroy: Ruler of an Imperial Viceroyalty, a colony in the Imperial Frontier. Viceroys are appointed by the Emperor rather than inheriting their title.&lt;br /&gt;
* Duke/Duchess: The immediate subordinates of a governor or viceroy that are responsible for managing regions of a planet. This title is bestowed by a Governor and is not hereditary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Noble Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Count/Countess: The hereditary ruler of an Imperial province and subordinate to a Duke. Counts can also be the administrators of Imperial military bases, though these Counts are not hereditary. Military Counts retain their title, but not their county, after their posting.&lt;br /&gt;
* Viscount/Viscountess: The ruler of a subdivision of an Imperial province, subordinates of the province’s Count. A hereditary position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Nobles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baron/Baroness: The hereditary ruler of a barony, a small plot of land that has been declared the domain of a family in exchange for their loyalty to the Emperor. Typically answer to a Count or Duke.&lt;br /&gt;
* Lord/Lady: A generic title used to refer to a landless noble lacking other honorifics, such as the children of a noble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baronet: A gender-neutral, landless hereditary title granted by the Emperor or a Governor to a notable commoner family, granting them the status of Primary in the Empire. Often the first step to becoming fully ennobled.&lt;br /&gt;
* Imperial Knight/Dame/Chevalier: A title granted to members of a sanctioned Imperial Order of the Empire such as the Order of the Golden Albatross or The Order of the Broken Mountains. Bequeathed to Primaries, Secondaries, and sufficiently Morozian Ma’zals such as the nobles of Novi Jadran. Holders of the title are not considered nobility through knighthood alone but hold rights and privileges that place them above an untitled Secondary. Whilst regular knights are free to go aboard, those who have achieved significant rank within an Order are expected to remain within the Empire and leaving would see their knighthood stripped from them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Initial Colonization===&lt;br /&gt;
&lt;br /&gt;
The original settlers of the planet of Moroz arrived and founded the city of Nova Luxembourg in July of 2137 within the Mira Sancta System, so named after a belief that the planet would be a bountiful new frontier for humanity. The settlers had been primarily recruited from Europe and East Asia, promised a fertile new home in the deep frontier of human space as many were during this era of colonization. However, these settlers were going farther than any human colonists had gone before. The three colony ships were equipped with a new generation of warp engines that made the trip only take three years and they had been told by their sponsors that terraforming efforts had transformed three barren worlds into utopian paradises to surpass Earth itself.&lt;br /&gt;
&lt;br /&gt;
But as the settlers stepped out onto their new home, they found the planet almost entirely frozen. What terraforming equipment had been there had been abandoned for years— the failing states of Earth had effectively sent tens of thousands of people off without making sure they had a home to arrive to. Their mission was not an official United Nations-sanctioned effort, but a disjointed effort between scattered, failing states. Only three years after they landed the United Nations had even ceased to exist - transformed into the Sol Alliance. In the transition red tape and chaotic bureaucracy consumed everything and old data was lost or neglected, including records of the Morozi colonial effort. And with the colonists&#039; warp-based transponder signals broadcasting on phased out frequencies that no longer existed within Sol, Moroz was cut off with no hope of resupply or escape. With no other option, they brought their colony ship to touch down on the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
The initial colonists of Dominia arrived in three separate areas, as per the original flight plans of their colony ships. Landing Site Fisanduh was located in &amp;quot;temperate&amp;quot; plains to be utilized for farming that was surrounded by mineral-rich mountain ranges, intended to become the industrial base of the colony— unfortunately for the colonists, the landing zone and its surrounding area were discovered to be quite cold. Landing Site Ofassel was located in the most &amp;quot;fertile&amp;quot; area of Moroz, a relatively temperate region of the planet. Intended to be the &amp;quot;breadbasket&amp;quot; of the planet, the colonists of this landing site viewed themselves as blessed with good fortune compared to their fellows. Landing Site Telminia was located near flat, fertile plains intended to serve as the primary launch point for shuttles coming on and off of the planet. Exacerbating the issues of the colonists upon landing was the failure of their local warp-based transponders, meaning that the three landing sites developed isolated of one another for some time.&lt;br /&gt;
&lt;br /&gt;
===The Forgotten Colony===&lt;br /&gt;
&lt;br /&gt;
After landing, all three colony ships were unable to relaunch due to a lack of fuel. In this harsh environment, the colonists quickly learned how to adapt and overcome through a variety of means. Some overcame through unity, while others tried more radical methods.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Fisanduh, the name of the mountainous region in which they had settled, the colonists managed to quickly adapt to their harsh circumstances. They unloaded crate after crate of heavy equipment originally intended for mining and industrial work, managing to establish the respectable city of Neubach in the foothills of the Fisanduh Mountains. The colonists of Fisanduh opted to unify as a whole to conquer their harsh environment and managed to avoid the radical measures undertaken by other landing sites due to the strength of their unity. As the area around Landing Site Fisanduh expanded, and it became clear that the original colonial staff would no longer be able to manage it all, the Confederated States of Fisanduh were formed. To the members of the Confederacy, there was no such thing as a Primary, Secondary, or Tertiary - there were simply Confederates. To the members of other states, however, the population of the Confederated States is primarily Secondaries, due to the lack of a colonial rationing program or nobility.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Ofassel the colonists were more religious than their fellows, being primarily recruited from Eastern Orthodox populations. When faced with the hardship they relied on their faiths to guide them through the harsh initial years of the colonial process, and the clergy quickly became a wealthier and better-fed class than their contemporaries. The religious class of Ofassel was taller, stronger, and more educated than their fellows that worked in the agricultural industry and quickly began co-opting control of the landing site from the small staff of colonial administrators sent along with the ship. It was not until an administrator, a senior official named Valentia Caladius, proposed an alliance with the clergy that the settlement truly began to prosper. The start of the Holy Kingdom of Domelkos grew out of this political alliance, as did House Caladius. The importance of the religious leaders to the Holy Kingdom led to a great amount of emphasis being placed on them, with many referring to them as the &amp;quot;first and most important citizens&amp;quot; of the Holy Kingdom. Over time, this would simply be shortened to &amp;quot;Primaries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At Landing Site Telminia, two families rapidly came to prominence: the Zhao family, a group of engineers involved in ensuring that the engines that powered their capital of Nova Luxembourg kept running, and the Volvalaad family, a group of scientists responsible for the genetic engineering of crops and livestock to prevent the starvation of the colony. The two families would eventually rapidly expand their capabilities and power, with the Zhaos becoming prominent engineers and the Volvalaads moving into human genetic manipulation. They would also, through a combination of their power and manipulation of the colonial bureaucracy, turn the landing site into a monarchy controlled by the two families - now referred to as House Zhao and House Volvalaad. Eventually, they would refer to themselves as the Imperial Alliance of Zhao and Volvalaad. Or, more simply, the Imperial Alliance of Telminia. The engineers of House Zhao were lucky to create a working long-range radio system shortly after landing, which put them into contact with the fledgling Holy Kingdom of Domelkos. The religion of the Holy Kingdom spread to the Imperial Alliance as the two groups grew closely together due to their similar systems of government and similar state of quasi-castes. The nobility of the Imperial Alliance was, like their contemporaries in House Caladius and the Holy Kingdom&#039;s clergy, generally taller and stronger than their commoner counterparts due to a better diet. The caste system of the Imperial Alliance was further reinforced by a primitive version of the later blood debt, in which those living under the control of a noble paid them in service or goods to reside on it.&lt;br /&gt;
&lt;br /&gt;
By 2300 these three groups had grown significantly from their original sizes. The Confederated States had expanded to become a major industrial powerhouse in the Fisanduh Mountains and area around them, but remained behind their mountain ranges aside from the occasional expedition due to the hostile attitude of the Holy Kingdom, occupying western areas surrounding the mountain range— and Imperial Alliance— occupying the eastern regions surrounding the mountain range. Due to the differences between the Confederacy and the Holy Kingdom-Imperial Alliance coalition, conflict was inevitable at some point. It would come in 2355 when the Imperial Alliance and the Holy Kingdom gave the Confederated States an ultimatum: bend the knee and come into the fold as a unified Moroz, or resist and be annihilated. The democratic Confederated States opted to resist, and the bloodiest war in the planet’s history began.&lt;br /&gt;
&lt;br /&gt;
===The War of Moroz===&lt;br /&gt;
&lt;br /&gt;
Lasting almost a full century, the &amp;quot;Holy Crusade to Unite Moroz&amp;quot; as it is called in the Empire of Dominia (the Confederacy refers to it as the &amp;quot;War for Liberty&amp;quot;) economically and militarily devastated the planet. While the war began with victories for the Coalition outside of the Fisanduh Mountains, it became a stalemate when the mountain range was reached by Coalition forces. The Fisanduhian Army had fortified the passes through the mountains and was not willing to give territory. The full might of the Confederated State&#039;s industrial economy was used to defend its harsh mountainous environments while the Coalition turned its biological prowess towards breaking the stalemate. The foundation of the modern geneboosted Primaries originated from this effort to produce more effective soldiers.&lt;br /&gt;
While the Coalition tried their best to break through, they could not. There were breaks in the warring, but they were only temporary ceasefires - simply interludes in what the Coalition viewed as a holy war and the Confederated States viewed as a war for its existence.  But in 2384, after decades of war, the balance of power shifted dramatically.&lt;br /&gt;
&lt;br /&gt;
===2356 - Contact with the Wider Spur===&lt;br /&gt;
&lt;br /&gt;
During the initial months of the War of Moroz, in the hectic mass of radio communications between the two sides, a long-range radio station in Jinxiang picked up an unusual signal in an odd dialect of what they assumed was Vulgae Morozi. None in the station could tell what the communications were, and a House Strelitz codebreaker was summoned in an effort to break what the station assumed was a Fisanduhian cypher. The codebreaker, while unable to decipher the language, summoned a linguist who deciphered the communication and discovered the truth of the message.&lt;br /&gt;
&lt;br /&gt;
The message was a communication from the Solarian Alliance to a survey ship involved in the Warp Gate Project, and had been sent at least a year prior. The message itself was an order to inquire as to the status of Sun Reach, a planet then unknown on Moroz. While not directed at the Morozians, this was the first time they had discovered other humans remained in the Spur. A message was sent in response and the Alliance acknowledged it, and confirmed they did not intend to interfere in Morozian affairs. It was a tremendous day, and 18 December remains widely celebrated throughout the Empire as the day the broader Spur was recontacted.&lt;br /&gt;
&lt;br /&gt;
===2384-86 - The Collapse of Fisanduh===&lt;br /&gt;
&lt;br /&gt;
In late 2384 the Imperial Alliance and the Holy Kingdom made a desperate move. House Zhao was confident in its ability to launch a functional spaceship fleet after decades of research alongside House Volvalaad with the aim of flanking the Fisanduhian lines and deploying elite geneboosted commandos of House Strelitz to destroy the Fisanduhians from the inside. An infantry captain from the Imperial Alliance, Wilhelm Strelitz, was chosen for his exceptional faith in the Morozian Holy Tribunal and leadership abilities. As Captain Strelitz and his crew launched, they were firm in their faith that they would aid them. As the ships took off with their troop compartments full of crack Strelitz troops, all aboard prayed that this would be the end of the bloody war. In the Imperial Palace, the Emperor himself is said to have prayed for the success of the mission.&lt;br /&gt;
&lt;br /&gt;
The Confederated States were not prepared for an orbital assault by the commando units on all their major cities, including their capital of Neubach, with their lines collapsing as Imperial Army troops surged across the borders. By early 2384 the government of Fisanduh had collapsed, but never signed surrender terms to the war, instead opting to enact &amp;quot;Plan SCRAM&amp;quot; and start an insurgency. The last Prime Minister of the Confederated States, Helga Kesselring, shot herself while draped in the standard of the States rather than be taken prisoner. No fully intact copy of Plan SCRAM has ever been recovered from Moroz due to the Confederated States&#039; efforts to destroy sensitive documents in the final hours of its existence as an official government - the only recovered parts of it are a two-page section: a title page reading &amp;quot;PLAN SCRAM&amp;quot; and a second page reading &amp;quot;DESTROY ALL INFORMATION PAST THIS PAGE AFTER READING.&amp;quot; By 2386 the entire region was declared secure.&lt;br /&gt;
With the reunification finally completed at long last, the Imperial Alliance and the Holy Kingdom joined hands with the formation of the Empire of Dominia and the coronation of Godwin Keeser, the ruler of the Imperial Alliance, as the first Emperor of Dominia. The years that followed his coronation on the 29th of June, 2385, would be a time of great change for Moroz.&lt;br /&gt;
&lt;br /&gt;
===2385 - The Early Empire===&lt;br /&gt;
&lt;br /&gt;
The first true Emperor of Dominia, Godwin Keeser reigned from 2385 until his death from old age in 2437. During his rule the newly-formed Empire of Dominia would go from a minor power to a regional force on the level of the nearby Republic of Elyra. Domestically, Emperor Godwin was faced with repeated issues in Fisanduh as the Empire attempted to bring it under control while expanding abroad. Ultimately the 2402-03 Navy Day Uprising, which saw the Empire lose control over Inner Fisanduh, would prove to be the greatest failure of his reign.&lt;br /&gt;
&lt;br /&gt;
Under Godwin’s reign the Empire flourished and its modern institutions began to take shape. He formalized the Imperial military’s structure, much of its colonial bureaucracy, its use of privateers, and the primacy of Morozians over the Empire. Emperor Godwin, while never managing to establish formal relations, did establish ties to the Southern Reaches of the Solarian Alliance and the then-Solarian system of Tau Ceti. When he passed from the material world into Her loving embrace in 2437, he left behind a nation which — while unable to directly challenge the Coalition of Colonies — was a regional power capable of elbowing its way into the broader Spur. His eldest son, Boleslaw Keeser, was left to rule over a significantly more stable and powerful state than the Imperial Alliance his father had inherited.&lt;br /&gt;
&lt;br /&gt;
===22 July 2437 - Emperor Boleslaw’s Coronation===&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
As Emperor Godwin departed into the loving arms of the Goddess on 18 July, 2437, plans had already been made to crown his eldest son as the new Emperor of Dominia. The new Emperor’s coronation in Nova Luxembourg was the first such ceremony viewed by the wider Spur, and was attended by representatives from various Solarian systems, some Coalition member states, Elyran diplomats, and others. Following three days of national mourning the Immaculate Hand placed the Imperial crown upon Boleslaw Keeser’s head, and the second ruler of the vastly expanded Empire was born, with its domain now stretching from Nova Luxembourg to Sun Reach.&lt;br /&gt;
&lt;br /&gt;
===2437 - The Modern Empire===&lt;br /&gt;
&lt;br /&gt;
Under Emperor Boleslaw’s reign the Empire has continued to prosper, though many view the current Emperor as not having surpassed his father. His reign has seen the addition of a new — yet controversial — great house in 2440 with the arrival of House Kazkhz, further improvements to Morozian infrastructure, and more cooperation with the broader Spur. Notably, NanoTrasen established formal business relations with the Empire in 2452 while Zavodskoi Interstellar did so in 2441. The Empire was one of the first stellar nations to recognize the newly-independent Republic of Biesel and has had a cooperative relationship with it ever since.&lt;br /&gt;
&lt;br /&gt;
Boleslaw’s reign has seen more conflict with the broader Spur than his father’s, particularly with the nearby Republic of Elyra, and has brought the Empire into worse relations with the Coalition of Colonies through expansions of its privateering and aggressive use of the Imperial Fleet against unaligned frontier worlds near the Empire to annex them. Military expansions throughout his reign have seen the Empire’s continued expansion toward the territories formerly controlled by the Alliance, where it repurposes Solarian hegemonic era structures for its own resource extraction needs. Some in the Empire call this an unsustainable expansion which will inevitably draw it into conflict with the wider Spur, but none can deny the resources brought by its expansion aid its continued growth. Internally, Inner Fisanduh remains an issue and many of the great houses are rumored to look poorly upon House Kazkhz for their recent arrival and Emperor Boleslaw’s favor of them.&lt;br /&gt;
&lt;br /&gt;
In the 2460s, with the shadow of the phoron crisis beginning to fade, Emperor Boleslaw continues to reign, but he is increasingly elderly and infirm. As more and more of his duties are taken over by the heir apparent, Crown Princess Priscilla, the Empire looks towards the future with trepidation. Priscilla, when she ascends, is anticipated to be more liberal than her father, and none can anticipate what this outlook will bring to the issues currently facing it.&lt;br /&gt;
&lt;br /&gt;
==Dominian Society==&lt;br /&gt;
&lt;br /&gt;
===Primaries===&lt;br /&gt;
&lt;br /&gt;
The Primaries are the noble and liturgical classes of the Dominian Empire&#039;s humans, though the noble class of Dominia often sees Secondaries adopted into it. Due to centuries of eating better than their commoner and lay counterparts, Primaries are physically larger and more imposing than their Secondary cousins. Secondaries that are elevated to nobility, though still primaries, tend to be slightly shorter than older families. Dominians (or Morozians, if you are from the former Confederated States) of this social class are not typically found in Fisanduh due to its lack of nobility and can reach heights of six feet in both genders. &lt;br /&gt;
&lt;br /&gt;
[[Unathi in Dominia|The Unathi of the Empire]] are near-universally Primaries, as members of the Great House Kazhkz-Han&#039;san. Though some Unathi Secondaries exist, they are a small fraction of the already-small Unathi minority in Dominia, and are often mistaken for Primaries by laypeople.&lt;br /&gt;
&lt;br /&gt;
Land-owning Primaries going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 6&#039;5&amp;quot;. The older a noble lineage, the taller they will be on average. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;4&amp;quot; - 6&#039;3&amp;quot;. The older a noble lineage, the taller they will be on average. &lt;br /&gt;
&lt;br /&gt;
===Secondaries===&lt;br /&gt;
&lt;br /&gt;
Secondaries are the commoners and laypeople of Moroz, those on the planet lacking noble titles or liturgical positions. Exceptional Secondaries are often ennobled, becoming Primaries. They make up the bulk of Moroz&#039;s population but are the second-most populous group overall in the Empire after Ma&#039;zals. Secondaries as a whole tend to be smaller than Primaries (though there are exceptions) and represent a more diverse social class than the Primaries do, but are a part of the same Morozian ethnic and cultural group. The key difference between the two classes is the presence of a noble title. In the Empire proper, Secondaries form the core of the Moroz Holy Tribunal and Imperial society as a whole. Within the former Confederated States, Secondaries are instead referred to as &amp;quot;Morozians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recent Unathi immigrants from outside the Empire, or those rejected by the Kazhkz-Han&#039;san, are considered Secondaries. Unathi Secondaries are very rare, with most of them eventually either being adopted into House Kazhkz-Han&#039;san or leaving the Empire for greener pastures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;1&amp;quot; - 5&#039;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Ma&#039;zals===&lt;br /&gt;
&lt;br /&gt;
A blanket term used to refer to those citizens— or subjects— of the Empire that are not from Moroz, Ma&#039;zals represent the Empire&#039;s underclass. They are an extremely diverse group that tends to be generally rebellious, and resistant to Imperial control. Those that do opt to side with the Empire have either been integrated into the Empire&#039;s colonial system or are turncoats. Ma&#039;zals also form a large population in the Coalition of Colonies, as they often flee from the Empire through whatever means are available. Ma&#039;zals form the backbone of the [[Dominian Imperial Military]] and can rise to great heights in the Imperial Army, though the majority never rise beyond the most junior officer ranks.&lt;br /&gt;
&lt;br /&gt;
Ma’zals, while diverse, can be divided into three distinct groups that the Empire of Dominia keeps track of. The largest of these groups are the &#039;&#039;&#039;“regular” Ma’zals&#039;&#039;&#039; of the Empire that have yet to fully accept Imperial rule. These Ma’zals are generally found on recently conquered planets and tend to be the most resistant to Imperial control, with violent resistance not being uncommon. No matter how much the Empire tries there are always those that continue to resist even after most have accepted their status as Imperial subjects, and House Strelitz often becomes involved in counter-insurgency warfare on Imperial colonies. However, in due time, these Ma’zals will eventually bend the knee to Imperial rule; in part due to the next, and smallest, category of Ma’zal.&lt;br /&gt;
&lt;br /&gt;
The so-called &#039;&#039;&#039;&amp;quot;Elevated Ma’zal,”&#039;&#039;&#039; is an unusual and often misunderstood figure both inside and outside of the Empire of Dominia. Originally an “invention,” of House Caladius, the men and women that make up this category of Ma’zals are trained to serve as bureaucrats in the massive bureaucracy of the Empire of Dominia. This has quite a few advantages as the Elevated Ma’zals know the planet, understand the local language and customs and can be utilized as a friendly face for the Empire’s control of the planet. Sometimes referred to as the “nobility of the Imperial frontier,” Elevated Ma’zals will often— with blessings from House Caladius of course— form their own noble houses and orders, assuming they are not integrated into House Caladius. These frontier houses are generally always affiliated with House Caladius, and have proven to be a valuable ally of their merchants.&lt;br /&gt;
&lt;br /&gt;
The final category of Ma’zals are those that have accepted Imperial rule and now live as full citizens of the Empire. The &#039;&#039;&#039;“Integrated Ma’zals,”&#039;&#039;&#039; of the Empire make up a smaller portion of the total Ma’zal population than their non-integrated counterparts but possess a greater amount of economic power than their rebellious counterparts and are, though not fully Morozian, considered to be loyal subjects of the Emperor and Goddess alike. The loyalty of some Integrated Ma’zals is so great that many are often awarded the prestigious title of Honourary Morozian, also referred to as “Morozian beyond the void,” in some areas, which represents that they have demonstrated a very high level of commitment to the Empire. Such an award is accompanied by immediate ennobling with the great house that recommended the award be bestowed.&lt;br /&gt;
&lt;br /&gt;
===Geneboosting===&lt;br /&gt;
&lt;br /&gt;
A technique dating back centuries, geneboosting is descended from colonial efforts to genetically engineer species adapted to the harsh Morozian climate. Geneboosting was originally used on humans by the Volvalaads at the behest of House Strelitz with the intent of improving the Imperial Army&#039;s officer corps before being adopted by House Volvalaad as a way to create a better class of nobility. Geneboosting is done during the fetal development stage. It greatly enhances the natural genetic structure of the patient, removing flaws and emphasizing strengths. &#039;&#039;&#039;This form of genetic modification is limited to the nobility due to the high cost and status associated with it&#039;&#039;&#039;. The effects lead to enhanced attributes and appearances: those geneboosted are stronger, faster, more able, and much longer-lived than their non-geneboosted counterparts. Geneboosted playable species tend to be slightly taller than average, with humans becoming as tall as 6&#039;8&amp;quot; (2.03m) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to being prohibitively expensive. Talks with Zeng-Hu to improve upon Dominia&#039;s pre-existing gene boosting techniques have not yielded results.&lt;br /&gt;
&lt;br /&gt;
===Dominian Heads of Staff===&lt;br /&gt;
&lt;br /&gt;
As a result of the Empire&#039;s fanatical outlook on certain issues such as synthetic life and edict breakers, Dominian heads of staff are fairly rare aboard Stellar Corporate Conglomerate facilities such as the SCCV Horizon. Those that do pass through the requirements needed to become a head of staff are typically considered to be liberals (or, rarely, reformists) in the Empire and typically belong to or are affiliated with a Great House, with House Volvalaad having the greatest representation abroad and House Caladius following closely behind. Nevertheless, they must still go through a great amount of orientation in order to adapt to life aboard such a cosmopolitan vessel.&lt;br /&gt;
&lt;br /&gt;
Dominians that are elevated to a leadership position within the Conglomerate are regarded to be the best and brightest of the Empire by the cartel and are highly-regarded by the for their professionalism and honor despite some difficulties in working with IPCs and other forms of synthetic life. Please note that playing a Dominian head of staff is not an excuse to make a player&#039;s round miserable just because they&#039;re a synthetic.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
The Empire is a multilingual society divided between High Morozi, a Tradeband dialect, and Vulgar Morozi, a Sol Common dialect, along with various Unathi dialects, such as Sinta’Azaziba, and Freespeak. Which of these languages one speaks are generally determined by one’s class and planet of birth. Among the Primary aristocracy and natives of the Imperial Core High Morozi is often the first, and primary, language, with Tau Ceti Basic and Vulgar Morozi fluency viewed as the sign of a good upbringing and education. Primaries who do not speak Vulgar Morozi are extremely uncommon, and those who do not speak the language are generally looked upon poorly by their peers. Many Secondaries speak Vulgar Morozi as their first language, though this varies from family to family.&lt;br /&gt;
&lt;br /&gt;
As one travels further from the Imperial Core, High Morozi begins to rapidly disappear as a first language and is replaced with its Vuglar counterpart, or with Freespeak. Often pejoratively known as “Gutter,” or “Rebel-Speak,” by Dominians the language is associated with the uncivilized frontier. Speaking Freespeak, even if one has knowledge of the language, is considered to be a major faux pas.&lt;br /&gt;
&lt;br /&gt;
==Synth Relations==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHARACTERS ABOARD THE HORIZON HOLDING DOMINIAN CITIZENSHIP WHO ARE DISCOVERED BY THE DOMINIAN GOVERNMENT TO BE INVOLVED IN ANY KIND OF INTIMATE RELATIONSHIP WITH AN IPC MAY BE EXTRADITED TO DOMINIA TO FACE PUNISHMENT FOR BREAKING THE FIFTH EDICT AND FOR DEGRADING THE IMAGE OF THE EMPIRE ABROAD. EXTRADITED CHARACTERS WILL NO LONGER BE PLAYABLE ABOARD THE HORIZON AND MAY BE SUBJECT TO THE PUNISHMENTS OF LIFE IMPRISONMENT, PERMANENT EXILE, OR DEATH.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dominian hatred of synthetic life stems from its deep faith in the Holy Tribunal and all positronics are sought out and destroyed upon entering Dominia space. To Dominians, higher level Synthetic life like self-aware AI and IPCs are ontologically evil. Interestingly, to observers, there seems to be a disproportionately high number of shell IPCs present in the sector compared to those beliefs. Rumors that Emperor Boleslaw Keeser declares political rivals untagged shells before black bagging them have been vehemently denied by the Empire.&lt;br /&gt;
&lt;br /&gt;
Imperial citizens working abroad in human space often interact with synthetics. In foreign lands, Dominians are expected to maintain some degree of tolerance in the presence of synthetics, abomination though they may be, in order to continue being permitted to work in these environments. While robots, or synthetics without a positronic brain or similar, are not objectionable to the Tribunal, citizens who refused to work alongside AI or IPCs would soon find themselves out of work and are expected to cooperate with these entities when their occupation demands it.&lt;br /&gt;
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==Dominian Extradition==&lt;br /&gt;
While the Empire&#039;s subjects may live and work outside of its borders, they are still expected to uphold the Empire&#039;s reputation abroad. This includes acting in a way that would not embarrass or otherwise be an affront to Dominia or its interests. Should a Dominian citizen abroad be caught perpetrating either of these acts, they may be investigated by His Majesty&#039;s Imperial Diplomatic Service and extradited by local authorities back to Dominia in order to receive the proper punishment from a Dominian court. For purposes of Dominian characters living and working aboard the SCCV Horizon, the information relevant to this procedure is detailed below.&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia has an extradition treaty with the Republic of Biesel. It can exercise this treaty to hold investigations pertaining to the conduct of Dominian subjects inhabiting Biesellite space and extradite them back to Imperial space if a breach of an Imperial Edict or other behavior which may besmirch the Empire&#039;s reputation abroad is found. Extraditions and investigations may only be conducted at the request of a consular or if a Dominian character&#039;s conduct is so egregious as to warrant notice by His Majesty&#039;s Imperial Diplomatic Service without the aid of a consular. Dominian Consulars found to be abusing this power or otherwise using this power dishonestly will be considered as breakers the Sixth Edict and will be summarily ejected from His Majesty&#039;s Diplomatic Service and extradited back to the Empire themselves to face punishment. The expediency of an investigation or extradition decision is balanced by a number of factors including an accused person&#039;s class, the severity of the alleged crime, and the amount of evidence weighing against them or in their favor. For example, the most scrutiny and expediency would be paid to Primaries and those accused of flagrantly breaking Tribunalist edicts or plotting against the empire. The processing of extradition requests typically takes a few days, but exceptions can be made if the crime or embarrassment to the Empire&#039;s pride would warrant that the process be expedited. If an investigation or extradition has been requested concurrently with a request for asylum or refugee status with another faction in the setting, the request for asylum &#039;&#039;&#039;DOES NOT&#039;&#039;&#039; nullify any investigation or extradition request unless asylum is granted. Whichever completes first, the asylum-seeking process or the extradition process, is what holds. Extraditions from the SCCV horizon are conducted by Biesellite or SCC authorities in cooperation with His Majesty&#039;s Imperial Diplomatic service. Judgements on extradition and investigations are made by the Human Lore Team and cannot be appealed. &#039;&#039;&#039;Through playing a Dominian character, players implicitly consent to be bound by the decisions made by the Human Lore Team in the event their character is investigated or extradited.&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Factions]]&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=Empire_of_Dominia&amp;diff=34908</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=34908"/>
		<updated>2024-12-17T10:48:18Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* The Mo’ri’zal */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = Mira Sancta&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = High Morozi (Tradeband), Vulgar Morozi (Solarian Common)&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Empire of Dominia&#039;&#039;&#039;, often simply referred to as “the Empire,” is a heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the Mira Sancta System. This autocratic state is presently ruled by His Imperial Majesty &#039;&#039;&#039;Emperor Boleslaw Keeser I&#039;&#039;&#039;. The Empire of Dominia was proclaimed in 2385 by Emperor Godwin Keeser, the father of Boleslaw Keeser. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socioeconomically stratified due to the so-called blood debt, known as the Mor’iz’al. All citizens are born with the Mor’iz’al debt in exchange for the privileges of citizenship, a debt that takes some a lifetime or more to pay off. Imperial society is heavily divided by class and the Mor’iz’al blood debt is a very important part of Imperial society. Many in the Empire follow a strict code of honor, which originates with its great houses. The Empire is considered by many to be a threat to the free frontier. Its state religion is the Moroz Holy Tribunal which lays a heavy hand upon the Imperial government, with their edicts enforceable as law and those that violate its edicts being referred to as “edict breakers,” a class of unpersons actively hunted down by the government. Perhaps the most famous export of the Empire is the gene-boosting techniques it has carefully developed over centuries, though they lag behind the Skrell. It remains highly imperialistic and somewhat isolated but has recently made strides to enter further into the galactic stage. “In the Goddess’s Name, So Shall It Be Done” is commonly regarded as the unofficial motto of the Empire, due to the association of the phrase with the Tribunal.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
&lt;br /&gt;
Based on the 2459 Imperial Census, the total population of the Empire is roughly fifteen billion, though this number has grown in the intervening years. Citizens from the Imperial Core tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunal&#039;s power. As one travels outwards from the Imperial Core loyalty to both Emperor and Goddess slowly fades, and the presence of the Imperial Army increases in response.&lt;br /&gt;
&lt;br /&gt;
Citizens of the Outer Empire or &amp;quot;Imperial Frontier&amp;quot; tend to lack loyalty to both the throne and the Tribunal, largely due to being conquered by force rather than colonized by Morozians as the Dominian core worlds were. Many subjects are new to the Empire in these regions and are unwilling to bend the knee, leading to a great number of military units being stationed here. Imperial frontier subjects have a reputation for being uncivilized in the Inner Empire. They tend to be unwilling to convert, with these regions seeing higher amounts of edict-based executions.&lt;br /&gt;
&lt;br /&gt;
====[[Moroz]]====&lt;br /&gt;
The capital planet the Empire with roughly six billion residents. The planet is largely dominated by its large polar circles which encompass around 70% of the planet’s surface. Moroz is by far the wealthiest settlement in the Empire and owes much of its wealth to the extraction-based economics of Dominian imperialism, which has led to some resentment from other planets in the young Empire.&lt;br /&gt;
&lt;br /&gt;
====Zhurong====&lt;br /&gt;
[[Image:Minimap Dominia.png|thumb|A closer image focusing on the planets and territory of the Empire.]]&lt;br /&gt;
Colonized in 2367 by the combined efforts of the Imperial Alliance and Holy Kingdom of Domelkos, the Imperial Mandate of Zhurong is the Empire’s oldest continuous colony. Zhurong is home to plentiful mineral deposits which form the backbone of the local economy, and have ensured the planet is the beating industrial heart of the Empire and its Fleet. Its capital Hongse Chengbao, literally translated as Red Castle, is in one of the few stable regions of the planet and takes its name from the large Imperial Fleet Arsenal which was established there in the early 2370s. Much of the planet’s surface outside of the stable regions is constantly shifting and exposing new mineral deposits which the Empire readily exploits by using large mobile mining walkers designed to withstand the frequent earthquakes and volcanic activity Zhurong is known for. The planet is known to be far hotter than Moroz and local fashion discards the long sleeves and heavy coats of Moroz for short sleeves and lighter fabrics.&lt;br /&gt;
&lt;br /&gt;
In both the present day and historically Zhurong has served as a critical industrial hub for the Empire which produces many of its weapons of war, ranging from humble infantry rifles to the venerable Moroz-class dreadnoughts of the Imperial Fleet. Most in House Zhao, which has long dominated Zhurong, believe the War of Moroz was won in Zhurong’s factories and orbital shipyards. The ever-increasing demands of the Empire’s colonial conquests has resulted in the Admiral-Governors of Zhurong creating the Red Castle System: a decree which divides the planet into a series of counties which are ruled by minor nobles or qualified Secondaries affiliated with House Zhao. Appointed by the Admiral-Governor, these Counts and Countesses are responsible for ensuring the quotas set for Zhurong by the Imperial Council are met. If they are not met, the rulers can simply be removed. Despite the risk of removal some families have had a great deal of success as Counts minted by the Red Castle, and have made themselves and their holdings immensely wealthy in the process.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most successful of the Red Castle Counts is the Kaneko family, a group of minor nobles who are responsible for large-scale steel production in Kaneko County. Unfailing in their loyalty to House Zhao and the broader Empire, House Kaneko is known for its fair and relatively meritocratic policies towards its subordinates, including its Ma’zal workers, and has never once failed to meet its assigned quotas. Their family crest — a yastr holding a forging hammer in its claws — is stamped on every piece of steel they forge and is a common sight throughout the Imperial military. House Kaneko’s motto — Zhurong Steel — has become a slang term in many corners of the Empire for a high-quality product which will not fail. The family has consistently refused offers to integrate it into House Zhao, citing their role as servants of House Zhao above all things. More cynical souls have pointed to House Kaneko’s independence allowing for it to more easily interact with foreign companies, such as Zavodskoi Interstellar.&lt;br /&gt;
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Those beneath these Counts and Countesses are primarily Ma’zals and less wealthy Secondaries, though some minor nobles can be found in administrative positions across the planet. The factories and mineral fields of Zhurong are a common destination for Ma’zals looking to quickly work off their Mo’ri’zal, and those of their family, despite the hazards associated with working in the mineral fields. Earthquakes and volcanic activity are two major hazards which face the mining walkers of Zhurong, and injuries can be quite common among the planet’s miners despite safety standards and protective equipment demanded by the Admiral-Governor for all miners. In the factories in orbital works of Zhurong life is significantly safer but pay is lower. Zavodskoi Interstellar, a recent partner of the Empire, has begun to invest large amounts of funds into the planet’s industrial infrastructure, and Zhurong’s fortunes seem to have improved greatly through cooperation with Zavodskoi. Some in the broader Spur have whispered of Zavodskoi’s intent to turn Zhurong into their version of [[New Hai Phong]] — an industrial planet which they can cite as a major accomplishment and source of income.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
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====Zhurong Imperial Shipbuilding====&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;center&amp;gt;&amp;lt;i&amp;gt;“Let me phrase this in a way even you can understand, Grand Consul. A sculptor cannot function without her materials, yes? The resources you will be diverting into this pet project of yours are my materials, and my sculpture is our Empire!”&amp;lt;/i&amp;gt; — Grand Admiral Huiling Zhao during discussions preceding the creation of ZIS.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhurong Imperial Shipbuilding&#039;&#039;&#039; is a Zavodskoi Interstellar affiliated company subordinate to the larger Zhao-run Zhurong Imperial Naval Arsenal (ZINA) which is located on the Empire of Dominia’s industrialized core world of Zhurong. The ZIS is focused around, as the name implies, the construction of ships but has a focus on civilian hulls rather than military ones. Founded in 2462 after the construction of multiple shipyards in orbit of the industrial planet [[Empire_of_Dominia#Zhurong | Zhurong]] by House Zhao and funded by House Caladius, ZIS is  a successful attempt by the Empire to force Hephaestus Industries out of a market, in this case the need for civilian and industrial vessels within the Empire of Dominia, and replace it with a native Dominian company. &lt;br /&gt;
&lt;br /&gt;
Contemporary Operations and Influence: Currently, the ZIS profits along the Great Houses of the Empire, using the raw resources of newly conquered frontier worlds to build the vessels which transport those resources from the frontier worlds. By cooperating with both  House Zhao and Caladius and focusing their efforts on civilian vessels rather than military ones, ZIS has come to hold a near monopoly over the construction of those vessels within the Empire, and limitations on other megacorporations places by the Chief Commissioner of Economic Development ensure their position remains secure. Outside the empire they currently compete with Hegeranzi Starworks, a Hephaestus subsidiary for markets not only in the Badlands but across the Spur. Currently, the Starworks has a leading edge due to the help of Hephaestus Industries and ZIS’ focus on serving the Dominian market first. However, ZIS is increasingly finding an edge in more specialized vessels and equipment compared to the mass production design of the Starworks. ZIS works closely with Zavodskoi Industries, who buys their ships for sale outside of the Empire. Zavodskoi also provides many skilled engineers for the ZIS through a work contract program. Most ZIS employees not affiliated with Zavodskoi are Ma’zals from the Imperial Frontier seeking better work and higher wages to pay off their Mo’ri’zal. These Ma’zals are typically supervised by Secondaries, who make up the vast number of white-collar jobs found in both ZIS and its parent company, ZINA.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Lord Master of the Shipyard (CEO): Lanying Zhao&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though criticized by many in House Caladius for being clear evidence of Imperial Fleet meddling in the affairs of civilian shipbuilding, the Admiral-Governor of Zhurong has doggedly maintained her position as Lord Master of the Shipyard through her own influence, vast talents, and the patronage of the Grand Admiral. Lanying’s tenure as ZIS’ first, and so far only, leader has been relatively unpopular with House Caladius due to her repeated choices to direct ZIS resources into ZINA, which she also controls, despite protests by many merchants. Conversely, these choices have made her quite popular with her own house. Rumors have recently spoken of the Admiral-Governor, a woman bored half to death by her duties, resigning her position as soon as a successor emerges. Only time will tell if these are true.&lt;br /&gt;
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&#039;&#039;&#039;Master of Production: Xiu Zhao&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mind behind many ships used by civilian and military actors across the Empire, Xiu Zhao is often regarded as one of the house’s greatest contemporary engineers. Serving as Master of Production is something of a retirement for the old engineer as he is now responsible more for production schedules than military vessels. Some say it is more a punishment than retirement for his promotion and production of the somewhat inefficient Empire-class cruiser, but House Zhao has been quick to deny these rumors. Regardless of why he is there Xiu has proven to be an effective technical mind, though he often finds himself in conflict with Lanying over how best to allocate resources.&lt;br /&gt;
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&#039;&#039;&#039;Commissioner of Finance: Annette Caladius&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The comptroller of ZIS’ budget, Annette Caladius — otherwise known as the Countess of Saint’s Landing on Alterim Obrirava — is a woman often frustrated by her associates on the executive committee. Much of her time is spent thwarting Zhao plots to funnel more money away from ZIS and its merchant ship production. The time which is not spent doing this is often instead spent managing the affairs of her distant, though religiously important, holding or meeting with the myriad House Caladius-affiliated merchants. Countess Caladius is almost always surrounded by a throng of Secondary and Ma’zal clerks, secretaries, and functionaries who work tirelessly to ensure the will of House Caladius is carried out at ZIS. While the Countess has won great approval in her position she has long yearned for more, and some believe she is merely using ZIS as a springboard to launch herself into the position of Grand Consul — House Caladius’ elected leader.&lt;br /&gt;
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&#039;&#039;&#039;Chief Supervisor of the Shipyard: Henryk Gottfried&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Imperial Knight with a long history of service in the Imperial Fleet, Sir Gottfried is the only Secondary on ZIS’ executive committee. A former Fleet logistics officer assigned to the elite First Battlefleet, his organizational skills — and family connections to House Zhao — made him an ideal candidate for the position of Chief Supervisor of the Shipyard, and he is now responsible for much of the day-to-day running of ZIS. A Fleet man to the core, Gottfried is not unwilling to shift ZIS resources to Fleet projects if the Governor-Admiral or Grand Admiral deem it needed.&lt;br /&gt;
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&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the shipyards of the Zhao-dominated Zhurong Imperial Naval Arsenal almost entirely focused on the construction of military vessels and their accessories, the Empire, and House Caladius, found itself struggling to transport resources from their expanding frontier colonies to the Imperial Core for use in heavy industries or other economic activities. The Empire, ever wary of outside influence, curtailed the expansion of [[Hephaestus Industries]], who had been attempting to enter the market with their ships produced by [[Unathi_Guilds#Hegeranzi Starworks | Hegeranzi Starworks]], one of their subsidiaries. House Zhao was instructed by the Emperor and Chief Commissioner of Economic Development Izla Caladius to create an imperial company to supply ships for the empire&#039;s industry, being the great house most familiar with shipbuilding. As the Zhaos were more obsessed with their military shipyards however, they came to an agreement to work closely with Zavodskoi Interstellar, a well respected company in the empire, to accomplish their orders with minimal effort. Were it not for Zavodskoi, the ZIS would be an often ignored and poorly supplied organization. &lt;br /&gt;
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Many in House Zhao, including — according to the Fleet’s rumor mill — the Grand Admiral herself, resent ZIS for taking up valuable manpower, resources, and time which could have instead been diverted to the Imperial Fleet’s arsenal, and perhaps allowed for the construction of a third of the feared Moroz-class dreadnoughts. But the House and the Imperial Fleet are not blind to the reality of the situation: while the existence of ZIS may result in a small decrease in materials sent toward what truly matters, more ships for the ever-complaining House Caladius will allow the Fleet to divert its cargo transports toward more important tasks. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====Alterim Obrirava====&lt;br /&gt;
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A lush and Earthlike planet in a system rich in Helium-3, the Imperial Mandate of Alterim Obrirava is a wealthy core world of the Empire of Dominia and a key hub of its fuel industry. Colonized alongside Alterim Balteulis in 2379 during the tail end of the War of Moroz, Obrirava is dominated by Houses Caladius and Zhao. The two great houses do not typically agree on the matter of selling the planet’s bountiful Helium-3 abroad: the Caladius advocate for it, the Zhao advocate against it, and the governor rounds himself caught in the crosshairs of the great houses. Despite Zhao-dictates restrictions on selling its most valuable resource abroad, the planet’s capital, Ilstel, is home to a thriving foreign merchant community sponsored by House Caladius. The planet’s environment is pleasant and many of its residents are immigrants from Moroz who have migrated from the frozen capital of the Empire for greener climates. Clothing on Alterim Obrirava is lighter and more colorful than its counterparts on Moroz.&lt;br /&gt;
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The pleasant and green environment shows signs of having been terraformed at some point by an unknown, likely now extinct, galactic power. Some have theorized the terraforming may date to the Glorsh era but the Empire has consistently refused foreign researchers access to the planet for the purpose of studying its biosphere. House Caladius and much of the broader Empire have claimed the idyllic environment of Alterim Obrirava are a clear indication of the Goddess blessing the Empire with boons. House Volvalaad has long allegedly researched the biosphere alongside the other great houses but has yet to release any information beyond the Empire’s scientific community. More Goddess-touched — the rare women gifted with the ability to “hear” the Goddess — have originated from Alterim Obrirava than any other planet in the Empire.&lt;br /&gt;
&lt;br /&gt;
The tourism industry is one of the largest employers of Obrirava’s residents aside from the Helium-3 industry, which employs more Obriravans than any other single industry. Most tourists are other Dominians, and they tend to be either Primaries or wealthy Secondaries. The Secondaries and Ma’zals which make up the service sector of the planet hold themselves to the highest standards to ensure they satisfy the wants and demands of these rich Dominians, and often find themselves employed by [[Idris Incorporated]] when they go abroad. Those who do not work in the service sector are often Ma’zals who are employed in the planet’s orbital Helium-3 mining and refining industry. While not as hazardous as Zhurong by any stretch of the imagination the asteroid fields which the system’s Helium-3 is harvested from are located far in space and demand painstaking EVA work to harvest. Zavodskoi Interstellar is a recent entrant to the Helium-3 mining industry in the system and has established several joint ventures with the engineers of House Zhao.&lt;br /&gt;
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====Alterim Balteulis====&lt;br /&gt;
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The dry and hot Tribunalist Mandate of Alterim Balteulis was originally colonized in 2379 by devout members of House Caladius who felt called to spread the Moroz Holy Tribunal beyond Moroz itself. They established the planetary capital of Casotania and quickly set to work constructing shrines and churches to honor the Goddess’ conquest of this uninhabited world. Alterim Balteulis is home to vast, dry savannahs and hot deserts which encourage the planet’s dominant form of extreme weather: sandstorms. While they can be devastating to unprepared crops and settlers the residents of Alterim Balteulis have overcome these obstacles through faith and clever engineering techniques such as shielded farms and protected railroads.&lt;br /&gt;
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The primary draw of Alterim Balteulis is its immense number of Tribunalist churches, including the massive Grand Cathedral of the Holy Tribunal – an extravagantly expensive structure commissioned by House Caladius to demonstrate their unwavering commitment to the Goddess and built in an area painstakingly terraformed with assistance from House Volvalaad to resemble an idyllic settlement outside Domelkos on Moroz. While some more liberal Tribunalists have balked at this expense the religious grandiosity of the planet has attracted many migrants and pilgrims from across the Empire, some of which opt to settle upon the planet’s dusty surface.&lt;br /&gt;
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Due to its climate Alterim Balteulis is home to a large amount of the Empire’s [[Unathi]] population, but they remain a small minority on the planet.&lt;br /&gt;
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====[[Novi Jadran]]====&lt;br /&gt;
[[Image:Imperial_Frontier.png|thumb|The flag of the Empire&#039;s frontier regions. Its colors symbolically represent Houses Caladius, Zhao, and Strelitz in addition to the Empire itself.]]&lt;br /&gt;
A tundra planet initially colonized by inhabitants of the Adriatic coasts with a population of roughly 100 million people, located near the edge of the Empire&#039;s westernmost frontier. Predominantly cold and icy with short summers, this climate has kept the economy primarily rural and much of the planet underdeveloped, with most living in small cities dotted around the coast and major waterways. A few major population centers exist, such as the capital of Nova Rijeka, that have a semblance of a modern service-based or industrial economy, though these are typically based around processing the foodstuffs the planet is well-known for. Noble authority on the edge of the Empire in Novi Jadran is quite strong, with many people viewing themselves as loyal to their local nobles first and the greater Empire second.&lt;br /&gt;
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Novi Jadran has been under firmly the Empire&#039;s control since its peaceful annexation in 2389, and has proved itself to be a loyal colony despite not contributing much to the Imperial treasury. Many in the Empire view it as the “model colony” of the Dominian frontier and it is visited by many functionaries on tours due to this status, with the Chief Commissioner for Colonial Affairs visiting the planet twice a year. These visits are major events for the planet’s inhabitants and bring with their best offerings for the visiting Primaries in hopes of attracting attention, and the benefits from having a Primary’s eye upon you. These gifts are usually finely crafted feasts and food, though it is not uncommon for horses and other animals to be presented.&lt;br /&gt;
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Planetary cuisine holds true to its Adriatic roots, with many Croatian and Italian elements still present. Fish-based diets are ubiquitous among the rural people as the vast oceans make for perfect fishing conditions and much of the ground is too cold to properly till. The raising of livestock is common towards the equator of the planet, but is not as prevalent as fishing.&lt;br /&gt;
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Despite its status as the “model colony” the planet is not without its problems. Many local nobles are negligent regarding the needs of the rural population and often refuse to carry out mandated infrastructure or electrical reforms. Many of the rural inhabitants in far-flung regions still have either no electricity, or very little. The petty nobility that oversees the various settlements and cities often protests this mismanagement, but the dukes keep them in check through vast and indulgent parties and balls. Calls for a new administration have been spreading around the planet for some months, but only time can tell if the nobility will be reigned in by the Empire or not.&lt;br /&gt;
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====[[Sun Reach]]====&lt;br /&gt;
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Fully conquered by the Imperial Dominian Army in 2422, the Imperial Viceroyalty of Sun Reach is the least populous of the Empire’s major worlds and derives its name from the planet’s largest settlement — a small town which has been transformed into a metropolis over the last forty years due to House Caladius’ investments into its infrastructure and the system’s incredible amounts of Helium-3, the lifeblood of the Imperial Fleet. Sun Reach is a world commonly known through the Empire for the hot, wet climate which supports large fields of algae farmed by those citizens of the planet not employed by the Helium-3 industry. Much of the planet’s surface is dominated by mangroves and swamps which make building infrastructure difficult, and what infrastructure is built through these regions must be painstakingly maintained lest it falls into disrepair and ruin. A resident of Sun Reach is generally referred to as either a Sun Reacher or, more informally, a Reacher.&lt;br /&gt;
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Prior to its annexation by the Empire — described in official Viceroyalty histories as a triumphant rescue from the banditry and anarchy which had ruled the planet, and by dissidents as a brutal occupation which has continued for four decades — Sun Reach was one of dozens of post-Solarian Hegemonic Era colonies, worlds colonized during the pre-Interstellar War era during the Alliance’s golden age and abandoned in the Alliance’s [[Sol Alliance History#2302: Elyra’s Secession and the Collapse of the Southern Solarian Frontier|retreat from the Southern Solarian Frontier after 2302]]. Utilized by the [[Solarian Armed Forces#Solarian Navy|Solarian Navy]], much like the later Imperial Fleet, it was abandoned with valuable assets such as its Helium-3 industry and limited shipbuilding facilities intact. In the intervening years Sun Reach’s colonial government — left behind during the retreat — turned itself from a Solarian government into a bandit state which relied upon its Helium-3 resources and shipbuilding to dominate its poorer and weaker neighbors, and had successfully a small piratical empire of its own by the late 24th century. These Pirate Lords, descended from the original colonial administration, enriched themselves but not the planet’s people, causing resentment to build in a poor, mostly rural population kept in check through fear and intimidation.&lt;br /&gt;
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But by the dawn of the 25th century, the beginning of the end for the Pirate Lords was in sight. The rise of the nearby and much more powerful Empire of Dominia had created an opponent they could not hope to best, and the former tributary states of the [[Human Piracy|pirate empire]] beseeched [[Moroz]] for protection — as did a small group of [[Moroz Holy Tribunal|Tribunalist]] faithful on the planet. A minor skirmish between Pirate Lord-aligned vessels and the [[Dominian Imperial Military#Notable Fleet Forces and Equipment|Imperial Fleet’s 1st Battlefleet]] in 2422 was utilized by the Empire to launch a formal invasion of the planet within the same year, and the Pirate Lords rapidly found themselves defeated, tried, and mostly executed by the triumphant Empire — though some escaped to the [[Republic of Elyra]] or [[Coalition of Colonies]]. Some of the population, ecstatic to be free of the Pirate Lords, accepted the Empire with open arms, while others saw it as trading of one despot for the other.&lt;br /&gt;
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In the forty years since its conquest the Viceroyalty has done much to both endear itself to and aggravate the Empire. While much of the population — particularly those in the Imperial capital of Sun Reach and the fertile “Algae Belt” around the planet’s equator — are steadfast in their loyalty to the Empire, the swamps and mangroves which define much of the planet&#039;s surface have proven themselves to be a persistent source of trouble for the Empire. Dissident Sun Reachers, or [[Dominian Imperial Military#The Imperial Army|Imperial Army]] deserters, will often flee into these areas and from there, launch guerilla attacks against Imperial forces and loyalists. A longstanding campaign by forces of the Imperial Army, [[Dominian Imperial Military#Notable Imperial Army Units|local militias]], and [[Dominian Imperial Military#The Imperial Flying Corps|Imperial Flying Corps]] has suppressed these guerrillas, but has not entirely eliminated what the Viceroyalty described as, “rural banditry,” on the planet. Problems with development due to the planet’s environment still remain and many Sun Reachers live as sustenance algae farmers, with only a career in the He-3 industry that dominates its industrial centers or a life in the Imperial Military as exits. Perhaps in honor of their piratical heritage, many Sun Reachers join the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] or, failing that, the [[Human Piracy#Empire of Dominia-Affiliated Privateers|Goddess’ Flotilla]].&lt;br /&gt;
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==Economy==&lt;br /&gt;
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The Dominian economic system is based around the extraction of goods from its frontier to enrich the Imperial Core and fuel the Empire’s war machine. It is dominated by the Empire’s four human great houses, who are powerful enough to absorb or subvert potential competitors, and primarily concerns itself with defense-related production. The main currency of the Empire is the Imperial Pound (Ф), which is backed by precious metals owned by the Imperial Central Bank in Nova Luxembourg, Moroz. However, currencies such as the Solarian Standard Credit or Biesel Standard Credit are commonly used by merchants throughout the Empire. The Empire’s largest employer is its industrial sector, followed by the service sector and the agricultural sector. The Imperial government is the Empire’s single largest employer as it de jure controls many defense-related industries, though in reality these industries are often run by Houses Zhao and Strelitz.&lt;br /&gt;
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One of the most profitable industrial sectors in the Empire, particularly in the wake of the phoron crisis, is its Helium-3 (He-3) refining industry. This industry is the lifeblood of the Imperial Fleet, the Empire’s main method of colonial conquest and control, as the Fleet’s ships almost exclusively burn Helium-3 in their engines. Most of the Empire’s conquests are done in an effort to find more Helium-3 to fuel its continued expansion, and it often aims to establish control over formerly Solarian He-3 facilities in the Sparring Sea which have sat mostly unused since the Elyran Revolution forced a general retreat by the Alliance from the region. These facilities are often located in orbit above abandoned colonies, such as Sun Reach, which are integrated into the Empire, regardless of their willingness to join it.&lt;br /&gt;
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Houses Zhao and Caladius have, particularly since 2462, been at odds over what to do with the Empire’s Helium-3 as it is now one of the Spur’s major producers of the fuel. House Caladius seeks to sell it for a profit while prices are high while House Zhao seeks to preserve the Empire’s strategic reserves for what they view as an inevitable conflict with their nearby rival: the Republic of Elyra. Even the Emperor has been unable to make the two houses see eye-to-eye on the issue and the leaders of the two houses are known to become involved in heated discussions on the issue during meetings of the Imperial Council of Electors, and the Imperial Cabinet itself often becomes involved in similarly heated discussions over the issue. Izla Caladius, the current Chief Commissioner of Economic Development, and her close aide, Josephine Caladius, have long avoided the topic and instead busies herself with the development of sustainable industries which will allow the Empire to grow and endure a potential conflict with Elyra.&lt;br /&gt;
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More liberal elements of the Empire, such as the outward-looking House Volvalaad, have expressed concerns regarding the Empire’s extraction-based economy. They have noted the Empire will, inevitably, run out of easy conquests and instead be faced with the prospect of war against a regional power such as Elyra or the Hegemony, and be forced to endure a prolonged conflict where it will not have easy access to resources to extract and thus sustain its military-centric economy. This stance is not popular amongst the Empire’s nobility outside of House Volvalaad and certain elements of House Caladius, but rumors in the capital of Nova Luxembourg suggest the crown Princess has taken an interest in this particular mode of economic thought.&lt;br /&gt;
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===Economic Sectors===&lt;br /&gt;
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====Industrial====&lt;br /&gt;
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The industrial sector of the Imperial economy is its largest and is constantly growing, particularly following recent investments by Zavodskoi Interstellar into it. Most known abroad for shipbuilding and weapons manufacturing, the most profitable subsector of the industrial economy is its Helium-3 mining and refining sector. Though the heavy industry of the Empire is most often associated with Zhurong’s  mines and industries, including orbital shipyards, the industrial sector can be found throughout the Empire and is particularly concentrated in its frontier — where most of its Helium-3 production outside of Alterim Obrirava can be found. The Helium-3 industry of the Empire is dirty and hazardous but is an attractive line of work for many Ma’zals and impoverished Secondaries who cannot afford to pay their Mo’ri’zal — the Empire’s form of taxation. Most of the raw materials used by the industrial sector come from the Imperial Frontier and the Empire’s conquests there.&lt;br /&gt;
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Workers of the Empire’s heavy industries are almost always Ma’zals from the Imperial Frontier drawn by its high wages and unwilling, or unable, to join the Imperial military. Work is hazardous and hours are long, with few protections for the rights of workers and institutional favoritism towards workers from older colonies of the Empire. How the workers of a given factory or facility are treated is often entirely up to the discretion of the facility manager — themselves often a Morozian or a trusted Ma’zal who has risen to the rank of Honourary Morozian, most typically a Jadraner. While these supervisors can be reported to local Imperial authorities for misconduct, investigations can take months and supervisors are rarely severely punished. Workers do have a quicker recourse: accusing their superiors of sabotaging the military’s supply chains. Those accused of this are swiftly investigated and, if found guilty, dismissed from their positions. Those found not guilty are often given military police officers to investigate the initial reporter, who is often sent to prison for the very crime they accused their superior of.&lt;br /&gt;
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====Service====&lt;br /&gt;
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Slightly smaller than the industrial sector, the service sector of the Empire’s economy is growing alongside its larger counterpart. The prominence and size of the Empire’s service sector is rooted in the stark class divisions of its society, with its nobles and wealthy commoners having a large need for luxuries and consumer goods. This sector is dominated by House Caladius, which controls much of the consumer aspect, and House Volvalaad, which controls the medical and welfare aspect. It is not associated with any single planet and can be found across the Empire, though its consumer aspect is more commonly found in the Imperial Core due to its greater wealth and larger population of Morozians. Idris Incorporated, in cooperation with House Caladius, often hires gifted individuals from this sector to work abroad and bring a touch of exotic Dominian culture to the broader Spur.&lt;br /&gt;
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Those who work in the service sector are often more trusted Ma’zals, wealthier Secondaries, and sometimes minor nobles. Ma’zals are often employed in lower-end jobs as servants of noble families or as hospitality workers, but many can be found in the medical profession working alongside Morozians. The Secondaries and nobles found in this sector are generally employed in the medical field, either by House Volvalaad or by the Tribunal’s medical facilities. Treatment is generally better than in the industrial sector and work is often easier, if at times less profitable. For Ma’zal servants their pay and treatment depends greatly upon the family — or business — which employs them.&lt;br /&gt;
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====Agrarian====&lt;br /&gt;
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The smallest and least profitable of the Empire’s three sectors, the agrarian sector is most commonly associated with the remote regions of the Imperial Frontier such as Sun Reach. Many Imperial farms are owned and operated by Ma’zals themselves, but House Caladius currently stands as the largest agrarian landholder in the Imperial Core. Those in this sector are often less wealthy than their counterparts and can work more than their counterparts due to the time commitment farming necessitates. As the frontier farms of the Empire are given wider access to mechanized equipment many of its former workers have since moved to cities to make their fortunes in the factories and refineries of the Empire or have instead joined the Imperial military.&lt;br /&gt;
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Those who still work in the agrarian frontier are in one of the only industries where Ma’zals are influential — though they are often indebted to agronomists and geneticists of House Volvalaad, which dominates the Empire’s genetically-modified crop industry. Life on a farm of the Imperial Frontier is often romanticized as idyllic or bucolic by many Morozians and more integrated Ma’zals, but the work is often physically taxing and provides little in the way of upwards mobility for those living in the countryside.&lt;br /&gt;
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===Great House Corporations===&lt;br /&gt;
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Essentially state corporations under the management of the great houses, these corporations are major forces in the modern Imperial economy. Each of these corporations is aligned to a singular great house and has a web of subordinate companies across the Empire in both the Core and Frontier. Most have, in recent years, begun to work with Zavodskoi Interstellar but are not dominated by it — at least, not yet. Due to their close relationship with the great houses, and thus the Imperial throne, they are able to exert influence over Zavodskoi within the Empire and their relationship is much more equal than pre-Collapse Solarian-Zavodskoi Interstellar relations.&lt;br /&gt;
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&#039;&#039;&#039;Morozian Imperial Armaments Conglomerate&#039;&#039;&#039;&lt;br /&gt;
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Affiliated with House Strelitz, Morozian Imperial Armaments Conglomerate (MIAC) is the main supplier of equipment to the Imperial Army, Dominian law enforcement, and the civilian firearms market in the Empire. It produces everything from main battle tanks to concealable handguns and has, since 2462, produced equipment for Zavodskoi Interstellar on license. Most of its staff are Morozian Secondaries or Jadranic Ma’zals and few Primaries can be found within its ranks, as House Strelitz nobles and affiliate noble houses view military service as the righteous, honorary pursuit — to instead pursue factory management work is debasing oneself, and a duty better for commoners.&lt;br /&gt;
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MIAC is found throughout the Empire but its two largest subsidiaries are Jinxiang Imperial Armaments (JXIAM), located in Jinxiang, Moroz, and the Royal Jadranic Armaments Works (RJAW) in Durres, Novi Jadran. JXIAM is the oldest continuously operating military contractor in the Empire and dates to the War of Moroz, where it supplied the weapons which unified Moroz. In the modern era it is the Imperial Army’s vehicle manufacturer and produces everything from logistics trucks to the feared JA-57/2 breakthrough tank. RJAW is a younger corporation which was initially a civilian firearms manufacturer on Novi Jadran. Bought out by MIAC in 2405 it has since become a major small arms manufacturer for the Imperial Army, Imperial law enforcement, and the civilian market. Zavodskoi has a contract with RJAW to expand its operations and its engineers, often wearing gas masks to protect against Durres’ air pollution, can be seen throughout its facilities.&lt;br /&gt;
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MIAC employees who go abroad typically find employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
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&#039;&#039;&#039;Juro Genetics &amp;amp; Biotechnological Innovation&#039;&#039;&#039;&lt;br /&gt;
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Affiliated with House Volvalaad, Juro Genetics &amp;amp; Biotechnological Innovation (JGBI) is a conglomerate of medical and pharmaceutical companies which dominate the Empire’s healthcare industry. One of the first corporations in the Empire to open itself up to the broader Spur, JGBI has long worked with the NanoTrasen Corporation to acquire phoron for medical equipment and research purposes. In recent years this relationship has waned with the advent of the phoron crisis and the entry of Zavodskoi into the Empire. Most JGBI are Volvalaad Primaries or Secondaries and it employs few Ma’zals, with most serving in low-level roles such as custodial or security personnel.&lt;br /&gt;
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JBGI’s most well-known subsidiaries are the Nova Luxembourg Genetics Institute (NLGI) and the Domelkan Agrarian Research Corporation (DARC). NLGI, the most well-known subsidiary, is responsible for the development and distribution of geneboosting technology throughout the Empire. Headquartered in the Imperial capital, it is one of the wealthiest companies in the modern Empire as a result of its exclusively noble clientele. DARC is a less prestigious, but arguably more important, company due to its focus upon agrarian research, particularly in regards to growing crops in cold climates. It is through their work that Novi Jadran and Moroz are more productive than before, though its spread to the Imperial Mandate has been very slow due to interference by colonial bureaucrats and simple distance. Moroz is, after all, far more profitable&lt;br /&gt;
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JGBI employees, when they go abroad, typically find employment with the [[Nanotrasen|NanoTrasen Corporation]]. More rarely, due to its pro-augmentation stance, they find employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
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&#039;&#039;&#039;Royal Morozian Investment Group&#039;&#039;&#039;&lt;br /&gt;
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Affiliated with House Caladius, the Royal Morozian Investment Group (RMIG) is an investment firm used by House Caladius’ merchant faction to further the great house’s mercantile goals. RMIG is the wealthiest great house affiliated corporation in the modern Empire and controls significant amounts of its real estate market and investment capital. It provides much of the capital used by Dominian corporations to expand their operations and has recently begun to loan Imperial Pounds to Zavodskoi Interstellar. Like House Caladius itself, RMIG has a greater number of Secondaries and Ma’zals than any other corporation, and its executive board has several non-nobles on it. &lt;br /&gt;
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RMIG does not have major subsidiaries and instead operates several different branches which are responsible for various areas of the Orion Spur and the Empire. The Core Sector — based on Moroz — manages investments in the Imperial Core, whereas the Outer Sector — based on Novi Jadran — manages investments in the Imperial Frontier. Smaller branches manage investments in other human nations aside from the Republic of Elyra, the regional rival of the Empire.&lt;br /&gt;
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RMIG employees, when they go abroad, typically find employment with [[Idris Incorporated]].&lt;br /&gt;
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&#039;&#039;&#039;Imperial Engineering &amp;amp; Shipbuilding Conglomerate&#039;&#039;&#039;&lt;br /&gt;
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Affiliated with House Zhao, the Imperial Engineering and Shipbuilding Conglomerate (IESC) is the largest single producer of spacefaring vessels in the Empire and dominates its construction industry. If a notable government building must be constructed, an IESC subsidiary is the most likely candidate to do so. Unlike other conglomerates, which are headquartered on Moroz, IESC’s headquarters is in the capital of Zhurong, Hongse Chengbao, where House Zhao’s power is at its apex. It has recently become a major cooperator with Zavodskoi Interstellar, particularly its Ingkom subsidiary. IESC staff are cross-class, with its engineers coming from House Zhao’s noble ranks, Novi Jadran’s academies, and more rarely Sun Reach’s Zhao-run schools. Despite the stratified nature of the Imperial Fleet, its primary client, the IESC is fairly meritocratic.&lt;br /&gt;
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The most famous IESC subsidiaries are the Zhurong Imperial Naval Arsenal (ZINA) and Zhurong Imperial Aeronautics (ZIA). ZINA is the larger corporation and is the main producer of the Imperial Fleet’s vessels, with its naval yards in Zhurong’s orbit supplying nearly every ship used by the Fleet and its engineers attempting to constantly innovate upon its designs. ZINA does some work with Zavodskoi Interstellar and has essentially given its civilian subsidiary, Zhurong Imperial Shipbuilding, to the megacorporation as few in ZINA care to produce civilian vessels. ZIA is a smaller firm that specializes in producing aircraft and is the main supplier of the Imperial Flying Corps. It has, in recent years, attempted to diversify into the civilian aviation market to some degree of success, with many Morozian Primaries swearing by its airliners.&lt;br /&gt;
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IESC employees, when they go abroad, almost always find employment with  [[Zavodskoi Interstellar]].&lt;br /&gt;
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==The Mo’ri’zal==&lt;br /&gt;
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The Empire’s unique form of taxation is the Mo’ri’zal, or “Blood Debt” in Vulgar Morozi. The Mo’ri’zal is a lump sum every Imperial subject receives upon birth (or otherwise acquiring their citizenship) that is paid to the state over the course of their life, and is often high enough to require decades to pay off. How quickly one can pay off their Mo’ri’zal is a key marker of one’s economic class in the Empire. Most Primaries — those of the Empire’s aristocracy — have theirs paid off at birth, most Secondaries — the Imperial middle class — pay theirs by early to mid adulthood, and many Ma’zals — the colonial subjects of the Empire — must work their entire lives to pay it off.&lt;br /&gt;
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One’s Mo’ri’zal can be paid off by others, and many noble houses of Dominia attract commoners into their employ through promises of paying off parts of their debt. The Mo’ri’zal can also be paid off in other ways: military service pays five percent of the debt per year served, and injuries received in the line of duty — particularly severe ones — can pay off large amounts of the debt. Those that fall serving the Empire have their entire debt and a part of their immediate family’s debt forgiven.&lt;br /&gt;
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While the Mo’ri’zal is a significant sum — and criticized by some as simply a state-sponsored form of indentured servitude — it is quite popular in the Empire’s core worlds due to the benefits it provides them: their paying of the Mo’ri’zal funds healthcare, public services such as education, infrastructure, and the might of the Empire’s war machine. It is additionally often trivial for many of them to pay off their Mo’ri’zal due to the wealth of many in the Empire’s core. In the Empire’s colonies, such as Sun Reach, the Mo’ri’zal is looked upon much more poorly. Many Ma’zals were initially born as non-Imperial subjects and only received their Mo’ri’zal when the Empire conquered their planet, and few of them view the debt — which is meant to be paid off gradually from one’s birth onwards — as reasonably payable. While the debt is legally meant to not carry over to one’s descendents, should it be unpaid at one’s death, a familial history of being unable to pay Mo’ri’zals can result in a denial of privileges such as healthcare until the debt is settled -- generally through a family member joining the the Imperial military.&lt;br /&gt;
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Compounding the issues of these recently-conquered Dominian subjects is the nature through which the Mo’ri’zal is calculated. As the Mo’ri’zal is assigned to an Imperial subject at their birth -- or at the point that they become a subject -- it is not, like other taxes, based upon one’s income. Instead it is based upon one’s perceived loyalty to the Dominian state, and the Imperial throne by extension. Primaries and many Secondaries often have small Mo’ri’zals due to generations of dedicated service to the Empire while less loyal populations -- such as Fisanduhians, Lyodii, and some Ma’zals -- tend to have larger Mo’ri’zals.&lt;br /&gt;
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The Dominian Unathi are a special case. When they arrived in Dominia, it was clear that they did not have the means to pay the Mo’ri’zal, especially not the older one, who would most likely never live long enough to get to pay for it. Instead, these first-generation Unathi took the [[Unathi_in_Dominia#The_Kazhkz-Han’san_Oath|Kazhkz-Han’san Oath]], to pay the debt they owed to the Empire with their actions and conduct instead of money. While the newer generations of Moroz-born Unathi often take the oath as well, these sinta do have to pay the Mo’ri’zal, generally managing to pay for it by the time they reach adulthood, much like other secondaries.&lt;br /&gt;
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==Edict Breakers==&lt;br /&gt;
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Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space, however, due to the nature of the fourth edict, subjects of Dominian usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominian space under their own volition for judgment. This usually devolves into near-passive harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the lawbreaker and it&#039;s not uncommon for them to allow themselves to be returned to Dominia for judgment and in some extreme cases take their own lives. Edict breakers and exiles abroad in human space sometimes find themselves pursued in the legal realm for infringing on the trademarks of their House if they refuse to change their surname.&lt;br /&gt;
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==Government==&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|The Imperial standard of House Keeser, intended to represent three nation-states of old Moroz that formed the basis of the Empire of Dominia.]]&lt;br /&gt;
The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all-consuming imperial bureaucracy. The Imperial Cabinet and Electors are major parts of the government.&lt;br /&gt;
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===Imperial Cabinet===&lt;br /&gt;
&lt;br /&gt;
The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&lt;br /&gt;
&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;Colonel-in-Chief of His Majesty&#039;s Special Operations Group: Angelika-Lina Strelitz&#039;&#039;&#039;&lt;br /&gt;
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The typical soldier of the Imperial Army is a well-trained, well-equipped, and well-motivated individual that is able to take and hold ground from the Empire’s typical opponents with ease. But there are some things that even these individuals cannot do, and this is when His Majesty’s Special Operations Group is deployed. The position of its leader — the Colonel-in-Chief — is considered to be an extremely prestigious duty that has been held by a member of House Strelitz since the Group’s creation following the War of Moroz.&lt;br /&gt;
&lt;br /&gt;
The present Colonel-in-Chief is herself a veteran of the Group, as every member before her has been. Recently ennobled into House Strelitz shortly before her ascension, the twenty-five-year veteran of the Imperial Army prides herself on being above politics. Prior to her promotion the Colonel-in-Chief served with distinction in the non-geneboosted section of the Group — an unusual unit for the Moroz-born nobles that often serve with the Group. While her service would cost Angelika-Lina her left eye (lost to shrapnel while in Inner Fisanduh), it would give her the network — and the prestige — required for a promotion to Colonel-in-Chief in 2461.&lt;br /&gt;
&lt;br /&gt;
As Colonel-in-Chief, Angelika-Lina has desperately attempted to stay uninvolved in politics while attempting to mold the Group into a perfect special operations force. While she has managed to consistently increase its budget — and, as a result, its successes — the Colonel finds herself pulled further and further into the realm of noble politicking, and often privately wishes to be back on the field. When the Emperor goes to join the Goddess, many believe that the Colonel-in-Chief, with her multitude of connections to Ma’zals she has served with and obsessiveness towards the Group, will have no choice but to formally align herself with the Crown Princess or be sacked. And to her, the thought of another in charge of the Group — her  Group — is not something she can bear. Her desire to stay away from House politics may also be the reason why, despite tensions between the Strelitz and the Unathi of Dominia, and limitations imposed on said Unathi in the army by her House, the Group still accepts the occasional sinta soldiers within its ranks.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Commissioner of Economic Development: Izla Caladius&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All states — including empires — are built upon their economies first and foremost. Without a strong economic base to support its wars of conquest the Empire of Dominia would doubtlessly buckle under its own weight and begin to shrink before collapsing, defeated by internal forces rather than external opposition. A position that can only truly be filled by a person addicted to their work, the CCED manages economics through the Empire: everything from taxes to tithes to trade passes across their desk, and is stamped by their hand. The position is regarded as so vital that it has been held by the Caladius since inception and has remained with one family of the house for its entire history, slowly passing from relative to relative through Imperial history.&lt;br /&gt;
&lt;br /&gt;
Born in 2420 to the Montague family of House Caladius, Izla Caladius bears a resemblance to her distant predecessor: Maria Caladius, CCED from 2398 until her unexpected death in an aircraft crash in 2421. Her immediate precursor, Victoria Caladius, perished under similar circumstances in 2445, thrusting the young Izla into the position of chief commissioner alongside her aide, Josephine Caladius — herself quite similar-looking to her relative, Victoria — at the age of twenty-five as a freshly-minted doctor of economic studies. Izla scarcely has a life outside of work and is viewed as something of a reclusive night owl by the rest of the court, with very few daytime appearances ever recorded — a habit which seems to define many CCEDs, which often work atypical hours long into the night.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years as CCED Izla has led the Empire through booms and busts, but has committed it to a steady course intended to ensure the Empire can retain much of its economic and military output even in a disaster scenario where it is embargoed by the entire Spur. Despite this policy she has not shied away from broader trade relations with the rest of the Spur, and is often credited for enticing Zavodskoi to permanently relocate its headquarters to Moroz. Notably, she was a major factor behind the Empire’s decision to stick with Helium-3 refining rather than investing into phoron. With the crisis deepening this policy, criticized in the short term for being unprofitable, is paying dividend hand over fist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner of His Majesty&#039;s Imperial Military: Eliza Volvalaad&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the various cabinet members may hold near absolute power over their respective military branches, it is the Chief Commissioner that directs much of the military’s  efforts from behind the scenes. The chief commissioner is, on paper, intended to exist as the primary director of military research and development. In reality the position — which has been occupied by a Volvalaad since its creation — is used by House Volvalaad to exert influence over Houses Strelitz and Zhao. The research of the Volvalaads is used and valued by all branches of the Imperial Military, but often comes with a price attached, and the cost is typically repaid by carrying out the Volvalaad’s goals abroad.&lt;br /&gt;
&lt;br /&gt;
Born in 2398 to a family long deeply involved in House Volvalaad, Dr. Eliza Volvalaad, PhD. is regarded as one of the Empire’s foremost researchers in the field of laser-based weaponry — much of the military’s laser weaponry currently in use can be traced to her and her Volvalaad-staffed laboratory in Jinxiang on Moroz. Decades of work and research, along with her connections to Houses Zhao and Strelitz, made her an ideal candidate for the position of chief commissioner, which she was appointed to in 2454 in the hope that she would be able to balance the influence of her own house, the Zhaos, and the Strelitz while ensuring the military retained its technological advantage over its neighbors.&lt;br /&gt;
&lt;br /&gt;
In the ten years she has spent as chief commissioner, Dr. Volvalaad has effectively balanced the demands of the Volvalaads alongside the desires of Houses Zhao and Strelitz while ensuring the Imperial Military retained its edge over the frontier systems it must conquer for resources and prestige alike. But despite her best efforts the chief commissioner has not been able to keep pace with the Serene Republic of Elyra’s phoron-backed development sector, and some believe Doctor Volvalaad - now rapidly approaching seventy years of age — will soon retire, leaving the critically important position vacant.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Commissioner of Imperial Sovereignty: Antonio Caladius&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Diplomacy — even for the Empire, which has long had sour relations with its neighbors — is key to any modern state. But despite the importance of diplomacy, the role of the Chief Commissioner of Imperial Sovereignty is somewhat limited due to the Empire’s poor reputation abroad, aside from the Republic of Biesel and Jargon Federation. Much of the CCIS’ duties instead relate to maintaining good relations with Zavodskoi Interstellar, which has quickly become one of the Empire’s major employers.&lt;br /&gt;
&lt;br /&gt;
Though a member of House Caladius, Antonio has had close relations with House Volvalaad since his birth in 2412, and often collaborates with Grand Duchess-Electress Landi Volvalaad to push for the demands of both houses abroad. A lifelong liberal Dominian and advocate for a greater Dominian market abroad, Antonio’s ascension to the position of chief commissioner in 2455 was seen by many as a concession by the Emperor to Houses Volvalaad and Caladius.&lt;br /&gt;
&lt;br /&gt;
But despite his high-minded goals of a more liberal, more politically involved Empire, Antonio&#039;s time as chief commissioner has been fraught with disappointment. He has been stymied by the more politically powerful Huiling Zhao and Dorothea-Frieda Strelitz, who favor strength over diplomacy when it applies to the Empire’s frontier, and his efforts to have the Coalition’s embargo formally lifted ended in failure in 2462. Many talk of replacing the often-unsuccessful diplomat, and Antonio worries the Emperor — who now rarely calls upon him — has begun to listen to these detractors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Chief Commissioner for Colonial Affairs: Alessandro Amadei&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In a society such as the Empire of Dominia where expansion — for resources, primarily — is a key pillar of its continued ability to survive and thrive, the duty of managing its colonies is one of the most critical in it. Every colonial official found in the Imperial Frontier,from the viceroys in charge of entire planets to lowly Ma’zal bureaucrats, is the responsibility of the Chief Commissioner for Colonial Affairs, the master of the Dominian colonial empire. To be entrusted with such a critical position is to be one of the closest individuals in the Empire to the Emperor, and the current Chief Commissioner has long been a close friend of the royal family.&lt;br /&gt;
&lt;br /&gt;
Born into a family of Morozian bureaucrats in 2426, the young Count Amadei spent much of his youth cavorting with his fellow nobles, including the royal family, and building connections with other Morozian nobles. Wanderlust pulled the young Count into the Imperial Flying Corps where he proved himself an effective — if egotistical — pilot and won multiple accolades for himself, returning to Moroz a decorated veteran. His decorations and connections, particularly to the royal family , led to his ascension to the position of Chief Commissioner for Colonial Affairs in 2456.&lt;br /&gt;
&lt;br /&gt;
Count Amadei, the current Chief Commissioner, is a man of both charisma and controversy: an exceptionally talented administrator, longtime friend of the Emperor, and veteran of the Imperial Flying Corps, Amadei has long been an advocate for both his old Corps and the burgeoning colonial domain that the Empire finds itself ruling. But some in the high society of the Empire gripe at his posting and view him as a mere unaffiliated noble granted privileges solely due to his friendship with the Emperor, and believe they should be represented in the position instead. The Count has long had a poor relationship with House Caladius as a result, and is often known to become involved in spats with Antonio Caladius over the diplomatic repercussions of the Empire’s colonial endeavors. In almost every fight they have, the Emperor sides with Amadei – not Caladius. But as the Emperor ages the Count grows nervous, wondering what will happen to him when he is finally shorn of his greatest protector.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Minister of Unathi Affairs: Kasz Han’san&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Considering the notable Unathi population now in Dominia, and most importantly the fact that the large majority of said population are primaries, the Emperor needed something, or someone, to keep them loyal and in check the moment the Han’san and Kazhkz clans became a house. This is certainly not an easy task when speaking of an alien race. From cultural differences to distinct biological characteristics such as diets or sleep cycles, the Empire needed someone who truly understood the Unathi to both represent them efficiently in the Cabinet, and who could then properly communicate to the Sinta of the Empire to coordinate them to the best of their ability and use within the bureaucracy.&lt;br /&gt;
&lt;br /&gt;
Lord Marshal Kasz Han’san, Contact War veteran, once a General under Seryo Kazhkz back on Moghes, and leader of the Han’san faction within the Kazhkz House was chosen for such a role. If the Unathi of the Han’san earned the reputation of being fantastic soldiers, their ability to make charismatic, and at times, cunning leaders is also true, and the old Lord Marshal proves to be both. Though perhaps cautious due to his extensive history of war, he provides some insight on both his people and his political history in maneuvering among a cabinet. In particular, he is often close with Amadei due to the latter&#039;s charisma and knowledge and the former&#039;s interest in the Empire&#039;s political sphere. This spawned from the Unathi&#039;s employment in the outer reaches of the nation&#039;s colonies as shock troopers and enforcement, and as such, Kasz has remained informative and helpful in coordinating with the Chief Commissioner. However, this sometimes puts Kasz at odds with Antonio at times due to his relationship with Amalei, and House Kazhkz&#039;s burgeoning friendship with House Caladius is in an awkward position in the cabinet&#039;s circle as a result. These friendships are something that Kazhkz does his best to maintain in order to stand a chance against all three of the Strelitz within the Cabinet, with which relationships have been tense at best, especially with Dorothea-Frieda.&lt;br /&gt;
&lt;br /&gt;
Despite house Han&#039;san&#039;s current weakened state after its humiliating defeat against the Fisanduhan Freedom Front, Kasz Han&#039;san remained in the cabinet, most preferring him over the alternative, the much more politically inadequate Salak Kazhkz. The Lord Marshall also managed to prove to be right pick over time for such a role, managing to convince Dominian Unathi to convert to the Tribunal. Many theorize that the Lord Marshal&#039;s work is the only reason why the Han&#039;san still exists and wasn’t wholly absorbed into the Kazhkz after their defeat.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Grand Admiral of His Imperial Majesty’s Fleet: Huiling Zhao&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
One of the most powerful cabinet positions, the role of Grand Admiral has been filled by a member of House Zhao since its creation. The Grand Admiral holds almost unquestioned authority over His Imperial Majesty’s Fleet — with only the Emperor able to overrule them — and is often regarded as the third most powerful figure in the Empire after the Emperor himself and the Immaculate Hand due to this authority. If the Fleet is both the sword and shield of the modern Empire, the Grand Admiral is the individual who wields both.&lt;br /&gt;
&lt;br /&gt;
Born in 2416, no individual represents House Zhao more than Huiling Zhao. The leader of House Zhao in all but name thanks to her position, Huiling has given her life in service to His Imperial Majesty’s Fleet and now serves as its Grand Admiral following her appointment in 2450. Huiling is a figure beloved in the Empire and often despised abroad, but revels in the infamy her reputation brings.&lt;br /&gt;
&lt;br /&gt;
In her 14 years as Grand Admiral Huiling has seen several systems subjugated by the Fleet and added into the Empire, and has zealously guarded the Empire’s reserves of Helium-3 despite House Caladius’ demands to release parts of the reserve in order to make a larger profit. She has also cultivated a close relationship with the royal family — particularly Lei Keeser — in order to better push a naval agenda. Huiling is confident that, no matter what the Goddess may have in store for her, she will be able to hold onto her position and the power that comes with it.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chief Commissioner for Imperial Aviation: Annaliese Strelitz&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Despite being the youngest of the Imperial Army’s branches, the Imperial Flying Corps have no lack of influence and sponsors due to its status as a club for Morozian nobility. But there is no greater sponsor of the Corps than its commissioner, Annaliese Strelitz. While her aunt — and often rival — Dorothea-Frieda must go through the trouble of managing an entire Army, Annaliese spends the majority of her time cavorting with Morozian nobility and ensuring the Corps maintains their patronage. Much of this fundraising work is done in conjunction with her two allies: Izla Caladius and Alessandro Amadei, who ensure the Corps never lacks for funding — even if the Navy and Army are hardly fans of it at times.&lt;br /&gt;
&lt;br /&gt;
Born in 2423 to a wealthy family long affiliated with House Strelitz, Annaliese was always destined for a life in service to the Empire’s military. But the young Strelitz showed little interest in fighting on the ground and often avoided her cadet courses to pursue flight lessons. Eventually her family conceded and allowed Annaliese to pursue flight full-time, and enrolled her in a cadet course for the Imperial Flying Corps. The young flight officer has used her connections throughout the intervening years to pull the right strings at the right time, eventually ensuring her ascension to the position of Chief Commissioner in 2462.&lt;br /&gt;
&lt;br /&gt;
In her short tenure Annaliese has proven herself to be an exceptional connection-maker for the Corps and an incredible annoyance for Duchess Zhao and Grand Duchess-Electress Strelitz. Annalise spends much of her time boasting of the Corps’ achievements and presenting it as the peak of martial nobility in the Empire. She has effectively drawn sponsors and funding away from the Fleet and Army through this, which gives her military counterparts no end of headaches. Annalise’s attitude — which is infamously narcissistic — has made these headaches far worse.&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;High Lord General of His Majesty&#039;s Imperial Army: Dorothea-Frieda Strelitz&#039;&#039;&#039;&lt;br /&gt;
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The most senior leader of the Imperial Army, the High Lord General’s position has been exclusively held by a member of House Strelitz since its inception. The High Lord General’s authority over the Imperial Army is absolute, with only the Emperor able to overturn their decisions. However, the Army’s inability to travel from system to system itself limits this authority and for es a degree of cooperation with the Fleet — something some Strelitz grind their teeth over.&lt;br /&gt;
&lt;br /&gt;
Born into a family with a long history of martial Service in House Strelitz in 2418, Dorothea-Frieda has spent her life in the Imperial Army. While health concerns prevented her from being geneboosted, her strategic brilliance and sufficient grasp of politics has allowed her to become both High Lord General in 2445 and leader of House Strelitz at the same time — a significant achievement that makes her the only cabinet member currently also in command of one of the five great houses. This status makes Dorothea-Frieda a woman of many responsibilities, and she is almost never seen without a throng of aides surrounding her in order to allow her to better respond to any problems that may arise.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years of service as High Lord General Dorothea-Frieda has seen multiple worlds and systems conquered — or at least occupied — by the Empire, with Sun Reach standing as the Army’s most notable recent conquest. She has doggedly tried to stay above politics and has, for the most part, succeeded in this effort. Yet in private corners some whisper that the High Lord General grinds her teeth over the crown princess’ apparent liberalism when it comes to the use of force abroad, and fears the inevitable transfer of power could see the Army lose its importance as the primary instrument of the Empire’s will abroad. But only time will tell if these rumors are true. For now, a very real issue for her might be the tensions with the Chief Minister of Unathi Affairs, Kasz Han’san, who she sees as meddling in affairs that aren’t his own when he tries to better positions for the Unathi of the Imperial army who often find themselves under the authority of an unsympathetic House Strelitz.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;High Seneschal of His Majesty&#039;s Justice: Ngo Juric&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Regarded by many as the most trusted member of the cabinet by the Emperor, the High Seneschal is the primary legal authority of the Empire as it applies to secular law in the Empire’s borders. For better or worse, the High Seneschal must defer to the word of his religious counterparts on matters of the Edicts in the majority of conditions with the exception of violations of the Fourth Edict, where the judiciary takes priority. Navigating this legal environment while advising the Emperor demands an individual who is both unerring in their faith to the throne and able to negotiate with many, many parties.&lt;br /&gt;
&lt;br /&gt;
Fortunately for the Keesers, Ngo Juric, born in 2395 in Nova Luxembourg not far from the palace, is precisely that individual. A friend of the dearly departed Emperor Godwin Keeser and a close associate of the current royal family, Juric has served as the legal councilor for the Keesers for nearly forty years, and has served as Seneschal for almost thirty. A kind and gregarious man, Juric has a reputation for being liked by all he speaks to — including the infamously stone-hearted Inquisitrix of the Holy Tribunal — and is well regarded by all five of the great houses.&lt;br /&gt;
&lt;br /&gt;
But despite his friendly reputation, the High Seneschal is anything but a pushover. His thirty years of service have seen the absolute rule of the royal family set even further into stone, and his legal expertise has led to the Empire ensuring its dealings with Zavodskoi Interstellar are favorable to both parties rather than tipped in the megacorporation’s favor. But Juric is an old man — older than his dear friend, Emperor Boleslaw Keeser, by almost a decade — and many believe the High Seneschal will soon retire, living out the rest of his days content that he served faithfully and firmly – content in the knowledge he left the Empire in a better place than it was thirty years ago.&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;Director of His Majesty&#039;s Imperial Intelligence Directorate: Alojzia Molnarova&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Power is all too often a fickle, fleeting thing that tempts many and is granted to very few. While House Keeser commands the respect of many in the Empire, from Primary to Ma’zal, there are always those that will seek to rise above their station through ungentlemanly means and subterfuge. The Imperial Intelligence Directorate has long served as a bulwark against such ungoddessly individuals, and its Director is often regarded as one of the most important individuals in the Imperial Cabinet as a result. Since the ascension of Emperor Boleslaw Keeser I in 2437, the position of Director has been held by Baronet Alojzia Molnarova, the only commoner to hold a position in the Imperial Cabinet and a close personal friend of the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2408 to a family of commoners awarded a Baronet during the War of Moroz, little is known of Alojzia’s personal life beyond her current duties. Few photographs exist of the camera-shy Director, and rumors regarding her past — and that of the Molnarov family — abound. Some rumors go as far as to suggest that the Molnarovs are of Fisanduhian descent, or that Alojzia is not a member of the Moroz Holy Tribunal herself. Such rumors have never been formally acknowledged by the Director or her Directorate, but many that promote them publicly are shortly thereafter revealed to be shell infilitators hellbent on destroying the Empire and all that it stands for. They are, of course, promptly executed after their discovery.&lt;br /&gt;
&lt;br /&gt;
As Director, Molnarova has seen that the Directorate has been constantly improved and modernized in order to keep pace with the growing regional threats the Empire faces — Elyra and the Coalition — while ensuring that it is never vulnerable to internal enemies. No price is too great to pay in order to ensure the Empire’s stability, and the Directorate has been accused by many that flee the Empire of employing draconian methods — often alongside the Imperial Army — to crush dissent in the Imperial Frontier. But these rumors are difficult to substantiate, as the Directorate — and its enigmatic Director — are consistently tight-lipped. When her close friend and Emperor dies, none are sure what will become of Director Molnarova. None aside from the Director herself.&lt;br /&gt;
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&#039;&#039;&#039;OPENLY ACTIVE IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY NOT BE PLAYED IN-GAME. UNDERCOVER IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY ONLY BE PLAYED AS CONSULARS.&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theodora Gottlieb, High Inquisitrix of the Holy Tribunal&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the High Seneschal and Director concern themselves with the laws and behaviors of humanity, the Holy Tribunal concerns itself with those that break higher, greater principles: the Edicts laid out by the Goddess to Her faithful to follow and obey. The ultimate adjudicator of Her Edicts is none other than the Tribunal’s High Inquisitrix: a woman born with the rare gift to hear and interpret Her words who had been forged into a leader through the crucible of the Holy Tribunal. The High Inquisitrix possesses unquestioned authority over matters of religious law — only the Immaculate Hand, the leader of the Holy Tribunal, or the Emperor himself may overturn one of her decisions.&lt;br /&gt;
&lt;br /&gt;
Born in 2431 to a noble family of little renown outside of Nova Luxembourg, Theodora’s path to High Inquisitrix was not clear to her or her family until she revealed herself able to commune with the Goddess and interpret Her words shortly before her eighth birthday. The following twelve years were spent training in the Holy Tribunal in order to ascend to the position of Inquisitrix — one of the Tribunal’s religious officials responsible for carrying out the Goddess’ will by returning edict breakers from abroad — at the age of twenty. As an inquisitrix Gottlieb was responsible for many things, though her primary duty quickly became apparent: tracking down edict breakers and ensuring they were returned to the Empire alive, to face Her justice. Following a decade of service she was recommended for the position of High Inquisitrix, which she accepted in 2461.&lt;br /&gt;
&lt;br /&gt;
In her three years as High Inqusitrix, Gottlieb has spent much of her time interpreting Her words for the Emperor in addition to her typical duties as High Inquisitrix. High-profile trials and public events — often alongside the Immaculate Hand, her immediate supervisor and one of two individuals Gottlieb must answer to alongside the Emperor — are commonplace, and something the High Inquisitrix excels at. But a part of Gottlieb wishes to return to what she was trained to do: tracking down edict breakers and bringing them to face the Goddess’ justice, no matter where they attempt to hide themselves. But for now her duty is clear: to remain in her lofty position as long as She wills it, and to carry out Her work with all the High Inquisitrix does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&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;Agnes Caladius, Immaculate Hand of Our Lady the Goddess&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Empire’s state is not complete without the Holy Tribunal, which interprets Her will and applies it to the imperfect world of humanity. In the Tribunal there is no authority holier — or higher — than that of its leader, the Immaculate Hand of Our Lady the Goddess. Elected for life by a convocation of priests and priestesses, the Immaculate Hand is regarded as the highest authority on religious matters in the Empire due to their mastery of scripture. Though primarily intended as a religious advisor on the council, the Immaculate Hand’s religious authority arguably makes her the second most powerful person in the Empire after the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2386 to a family long involved in House Caladius, Agnes’ path to the position of Immaculate Hand was anything but clear due to her inability to receive the gift of communion from birth. Though no fault of her own, her lack of this gift prevented the young theologian from joining the ranks of the Inquisitrix as she originally desired, and Agnes instead committed herself to the study of the Goddess and Her words. The young woman proved herself to be a dedicated — if conservative — theologian and a gifted orator, and quickly rose through the ranks of the Tribunal. In 2432, following the death of her predecessor, Agnes was elected Immaculate Hand, the supreme religious authority of the Holy Tribunal.&lt;br /&gt;
&lt;br /&gt;
In her three decades as Immaculate Hand, Agnes has charted a steady course through a quickly-changing Spur. Her reign has seen the addition of the Tenth Edict, codifying the Tribunal’s opinion on augmentations, and generally good relations between the Emperor and both major schools of Tribunalist thought. Additionally she has formally consecrated the largest Tribunalist cathedral abroad, which is located in Mendell City and serves many Dominians employed by Zavodskoi and has worked with the High Inquisitrix to ensure no edict breaker escapes Her justice. But despite her successes the Immaculate Hand grows older each day, and is known to have a poor relationship with the crown princess. What the future holds for her, only the Goddess knows.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Houses===&lt;br /&gt;
&lt;br /&gt;
A moniker for the five most prominent Houses in the Empire, these families are the most powerful political and economic influencers in the Empire. They currently consist of:&lt;br /&gt;
&lt;br /&gt;
* House Volvalaad - House Colors: Blue, Black - A Human-dominated house. This house&#039;s wealth is in genetics and biological research. Of all the Great Houses, it is the biggest supporter of integration into the wider galactic community.&lt;br /&gt;
* House Caladius - House Colors: Purple Shades - A Human-dominated house. This house&#039;s power lies in its money lending and banking, alongside its many land holdings for which it receives a breathtaking sum in rent money. They also control a large amount of the Moroz Holy Tribunal.&lt;br /&gt;
* House Zhao - House Colors: White, Gray - A Human-dominated house. The power of this great house sits in engineering and its numerous naval contacts. It dominates the navy of the Empire of Dominia, with other houses constituting minor portions of the fleets.&lt;br /&gt;
* House Strelitz - House Colors: Gold and Red - A venerable Human house. Largely a military and martial power, it provides most of the Imperial Army’s officers and equipment. It is also the origin of Dominian honor as it is known today.&lt;br /&gt;
* [[Unathi in Dominia|House Kazhkz]] - House Colors: Orange, Red, Yellow - An Unathi-dominated house. Most of their wealth comes from its budding privateering enterprise. Of all the Great Houses, House Kazhkz is the most against integration into the wider galactic community. It has an internal faction, the Han’san, who often enjoy their work bolstering the army’s ranks.&lt;br /&gt;
&lt;br /&gt;
===The Imperial Electors===&lt;br /&gt;
&lt;br /&gt;
The five great houses form the only voting group in the Empire of Dominia, the Imperial Council of Electors. These five individuals, leaders of their respective houses, are expected to meet with the Emperor - or Empress - to discuss and pass legislation impacting the entire Empire. Debates amongst the electors can become extremely heated and can be roughly divided along reformist and conservative lines. The reformists - those that seek a more liberal and widely integrated Empire - are led by the Volvalaads with support from House Caladius’ pro-trade faction. The conservatives - those that believe the Empire is fine as it stands and does not need further integration - are headed by the Kazhkz with support from much of House Caladius’ clergy. Houses Zhao and Strelitz, being more militarily-minded, tend to flip-flop on issues depending on Imperial security interests. The Emperor rarely steps into debates himself but, when he does, he is often able to easily shift the argument in his favor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The Peerage, Noble Orders, and Titles===&lt;br /&gt;
The Imperial nobility is defined and sorted in prominence by their peerages alongside a complex mixture of noble orders and titles, many of which can trace their origins back to the era before the modern Empire. The Empire’s nobility is well-respected in its core worlds and is regarded as the peak of polite Dominian society. Below is a list of some common titles found in the Empire of Dominia, ordered from highest to lowest in the Empire’s peerage. This should be used as a general guide for the Empire’s nobility.&lt;br /&gt;
&lt;br /&gt;
Land-owning nobility going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&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;Royal Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Emperor/Empress: The unquestioned ruler of the Empire of Dominia. This title can also refer to the spouse of an Emperor or Emperess.&lt;br /&gt;
* Crown Prince/Princess: The heir apparent to the throne of the Empire of Dominia, next in line for the Imperial succession. The current heir apparent is Crown Princess Priscilla Keeser.&lt;br /&gt;
* Prince/Princess: Children of the current Emperor that are not the heir apparent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Noble Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Grand Duke/Duchess: The leaders of the Empire’s great houses.&lt;br /&gt;
* Grand Consul: The leader of House Caladius. Unlike a Grand Duke, this position is elected by members of its own great house.&lt;br /&gt;
* Governor: The rule of an Imperial March, one of the Empire’s core worlds. Governorship is not inherited and is instead granted by the Emperor.&lt;br /&gt;
* Marquess/Marchioness: The ruler of one of the systems on the border between the Imperial Core and Imperial Frontier, such as Novi Jadran. Appointed by the Emperor.&lt;br /&gt;
* Viceroy: Ruler of an Imperial Viceroyalty, a colony in the Imperial Frontier. Viceroys are appointed by the Emperor rather than inheriting their title.&lt;br /&gt;
* Duke/Duchess: The immediate subordinates of a governor or viceroy that are responsible for managing regions of a planet. This title is bestowed by a Governor and is not hereditary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House Noble Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Count/Countess: The hereditary ruler of an Imperial province and subordinate to a Duke. Counts can also be the administrators of Imperial military bases, though these Counts are not hereditary. Military Counts retain their title, but not their county, after their posting.&lt;br /&gt;
* Viscount/Viscountess: The ruler of a subdivision of an Imperial province, subordinates of the province’s Count. A hereditary position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Nobles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baron/Baroness: The hereditary ruler of a barony, a small plot of land that has been declared the domain of a family in exchange for their loyalty to the Emperor. Typically answer to a Count or Duke.&lt;br /&gt;
* Lord/Lady: A generic title used to refer to a landless noble lacking other honorifics, such as the children of a noble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baronet: A gender-neutral, landless hereditary title granted by the Emperor or a Governor to a notable commoner family, granting them the status of Primary in the Empire. Often the first step to becoming fully ennobled.&lt;br /&gt;
* Imperial Knight/Dame/Chevalier: A title granted to members of a sanctioned Imperial Order of the Empire such as the Order of the Golden Albatross or The Order of the Broken Mountains. Bequeathed to Primaries, Secondaries, and sufficiently Morozian Ma’zals such as the nobles of Novi Jadran. Holders of the title are not considered nobility through knighthood alone but hold rights and privileges that place them above an untitled Secondary. Whilst regular knights are free to go aboard, those who have achieved significant rank within an Order are expected to remain within the Empire and leaving would see their knighthood stripped from them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Initial Colonization===&lt;br /&gt;
&lt;br /&gt;
The original settlers of the planet of Moroz arrived and founded the city of Nova Luxembourg in July of 2137 within the Mira Sancta System, so named after a belief that the planet would be a bountiful new frontier for humanity. The settlers had been primarily recruited from Europe and East Asia, promised a fertile new home in the deep frontier of human space as many were during this era of colonization. However, these settlers were going farther than any human colonists had gone before. The three colony ships were equipped with a new generation of warp engines that made the trip only take three years and they had been told by their sponsors that terraforming efforts had transformed three barren worlds into utopian paradises to surpass Earth itself.&lt;br /&gt;
&lt;br /&gt;
But as the settlers stepped out onto their new home, they found the planet almost entirely frozen. What terraforming equipment had been there had been abandoned for years— the failing states of Earth had effectively sent tens of thousands of people off without making sure they had a home to arrive to. Their mission was not an official United Nations-sanctioned effort, but a disjointed effort between scattered, failing states. Only three years after they landed the United Nations had even ceased to exist - transformed into the Sol Alliance. In the transition red tape and chaotic bureaucracy consumed everything and old data was lost or neglected, including records of the Morozi colonial effort. And with the colonists&#039; warp-based transponder signals broadcasting on phased out frequencies that no longer existed within Sol, Moroz was cut off with no hope of resupply or escape. With no other option, they brought their colony ship to touch down on the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
The initial colonists of Dominia arrived in three separate areas, as per the original flight plans of their colony ships. Landing Site Fisanduh was located in &amp;quot;temperate&amp;quot; plains to be utilized for farming that was surrounded by mineral-rich mountain ranges, intended to become the industrial base of the colony— unfortunately for the colonists, the landing zone and its surrounding area were discovered to be quite cold. Landing Site Ofassel was located in the most &amp;quot;fertile&amp;quot; area of Moroz, a relatively temperate region of the planet. Intended to be the &amp;quot;breadbasket&amp;quot; of the planet, the colonists of this landing site viewed themselves as blessed with good fortune compared to their fellows. Landing Site Telminia was located near flat, fertile plains intended to serve as the primary launch point for shuttles coming on and off of the planet. Exacerbating the issues of the colonists upon landing was the failure of their local warp-based transponders, meaning that the three landing sites developed isolated of one another for some time.&lt;br /&gt;
&lt;br /&gt;
===The Forgotten Colony===&lt;br /&gt;
&lt;br /&gt;
After landing, all three colony ships were unable to relaunch due to a lack of fuel. In this harsh environment, the colonists quickly learned how to adapt and overcome through a variety of means. Some overcame through unity, while others tried more radical methods.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Fisanduh, the name of the mountainous region in which they had settled, the colonists managed to quickly adapt to their harsh circumstances. They unloaded crate after crate of heavy equipment originally intended for mining and industrial work, managing to establish the respectable city of Neubach in the foothills of the Fisanduh Mountains. The colonists of Fisanduh opted to unify as a whole to conquer their harsh environment and managed to avoid the radical measures undertaken by other landing sites due to the strength of their unity. As the area around Landing Site Fisanduh expanded, and it became clear that the original colonial staff would no longer be able to manage it all, the Confederated States of Fisanduh were formed. To the members of the Confederacy, there was no such thing as a Primary, Secondary, or Tertiary - there were simply Confederates. To the members of other states, however, the population of the Confederated States is primarily Secondaries, due to the lack of a colonial rationing program or nobility.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Ofassel the colonists were more religious than their fellows, being primarily recruited from Eastern Orthodox populations. When faced with the hardship they relied on their faiths to guide them through the harsh initial years of the colonial process, and the clergy quickly became a wealthier and better-fed class than their contemporaries. The religious class of Ofassel was taller, stronger, and more educated than their fellows that worked in the agricultural industry and quickly began co-opting control of the landing site from the small staff of colonial administrators sent along with the ship. It was not until an administrator, a senior official named Valentia Caladius, proposed an alliance with the clergy that the settlement truly began to prosper. The start of the Holy Kingdom of Domelkos grew out of this political alliance, as did House Caladius. The importance of the religious leaders to the Holy Kingdom led to a great amount of emphasis being placed on them, with many referring to them as the &amp;quot;first and most important citizens&amp;quot; of the Holy Kingdom. Over time, this would simply be shortened to &amp;quot;Primaries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At Landing Site Telminia, two families rapidly came to prominence: the Zhao family, a group of engineers involved in ensuring that the engines that powered their capital of Nova Luxembourg kept running, and the Volvalaad family, a group of scientists responsible for the genetic engineering of crops and livestock to prevent the starvation of the colony. The two families would eventually rapidly expand their capabilities and power, with the Zhaos becoming prominent engineers and the Volvalaads moving into human genetic manipulation. They would also, through a combination of their power and manipulation of the colonial bureaucracy, turn the landing site into a monarchy controlled by the two families - now referred to as House Zhao and House Volvalaad. Eventually, they would refer to themselves as the Imperial Alliance of Zhao and Volvalaad. Or, more simply, the Imperial Alliance of Telminia. The engineers of House Zhao were lucky to create a working long-range radio system shortly after landing, which put them into contact with the fledgling Holy Kingdom of Domelkos. The religion of the Holy Kingdom spread to the Imperial Alliance as the two groups grew closely together due to their similar systems of government and similar state of quasi-castes. The nobility of the Imperial Alliance was, like their contemporaries in House Caladius and the Holy Kingdom&#039;s clergy, generally taller and stronger than their commoner counterparts due to a better diet. The caste system of the Imperial Alliance was further reinforced by a primitive version of the later blood debt, in which those living under the control of a noble paid them in service or goods to reside on it.&lt;br /&gt;
&lt;br /&gt;
By 2300 these three groups had grown significantly from their original sizes. The Confederated States had expanded to become a major industrial powerhouse in the Fisanduh Mountains and area around them, but remained behind their mountain ranges aside from the occasional expedition due to the hostile attitude of the Holy Kingdom, occupying western areas surrounding the mountain range— and Imperial Alliance— occupying the eastern regions surrounding the mountain range. Due to the differences between the Confederacy and the Holy Kingdom-Imperial Alliance coalition, conflict was inevitable at some point. It would come in 2355 when the Imperial Alliance and the Holy Kingdom gave the Confederated States an ultimatum: bend the knee and come into the fold as a unified Moroz, or resist and be annihilated. The democratic Confederated States opted to resist, and the bloodiest war in the planet’s history began.&lt;br /&gt;
&lt;br /&gt;
===The War of Moroz===&lt;br /&gt;
&lt;br /&gt;
Lasting almost a full century, the &amp;quot;Holy Crusade to Unite Moroz&amp;quot; as it is called in the Empire of Dominia (the Confederacy refers to it as the &amp;quot;War for Liberty&amp;quot;) economically and militarily devastated the planet. While the war began with victories for the Coalition outside of the Fisanduh Mountains, it became a stalemate when the mountain range was reached by Coalition forces. The Fisanduhian Army had fortified the passes through the mountains and was not willing to give territory. The full might of the Confederated State&#039;s industrial economy was used to defend its harsh mountainous environments while the Coalition turned its biological prowess towards breaking the stalemate. The foundation of the modern geneboosted Primaries originated from this effort to produce more effective soldiers.&lt;br /&gt;
While the Coalition tried their best to break through, they could not. There were breaks in the warring, but they were only temporary ceasefires - simply interludes in what the Coalition viewed as a holy war and the Confederated States viewed as a war for its existence.  But in 2384, after decades of war, the balance of power shifted dramatically.&lt;br /&gt;
&lt;br /&gt;
===2356 - Contact with the Wider Spur===&lt;br /&gt;
&lt;br /&gt;
During the initial months of the War of Moroz, in the hectic mass of radio communications between the two sides, a long-range radio station in Jinxiang picked up an unusual signal in an odd dialect of what they assumed was Vulgae Morozi. None in the station could tell what the communications were, and a House Strelitz codebreaker was summoned in an effort to break what the station assumed was a Fisanduhian cypher. The codebreaker, while unable to decipher the language, summoned a linguist who deciphered the communication and discovered the truth of the message.&lt;br /&gt;
&lt;br /&gt;
The message was a communication from the Solarian Alliance to a survey ship involved in the Warp Gate Project, and had been sent at least a year prior. The message itself was an order to inquire as to the status of Sun Reach, a planet then unknown on Moroz. While not directed at the Morozians, this was the first time they had discovered other humans remained in the Spur. A message was sent in response and the Alliance acknowledged it, and confirmed they did not intend to interfere in Morozian affairs. It was a tremendous day, and 18 December remains widely celebrated throughout the Empire as the day the broader Spur was recontacted.&lt;br /&gt;
&lt;br /&gt;
===2384-86 - The Collapse of Fisanduh===&lt;br /&gt;
&lt;br /&gt;
In late 2384 the Imperial Alliance and the Holy Kingdom made a desperate move. House Zhao was confident in its ability to launch a functional spaceship fleet after decades of research alongside House Volvalaad with the aim of flanking the Fisanduhian lines and deploying elite geneboosted commandos of House Strelitz to destroy the Fisanduhians from the inside. An infantry captain from the Imperial Alliance, Wilhelm Strelitz, was chosen for his exceptional faith in the Morozian Holy Tribunal and leadership abilities. As Captain Strelitz and his crew launched, they were firm in their faith that they would aid them. As the ships took off with their troop compartments full of crack Strelitz troops, all aboard prayed that this would be the end of the bloody war. In the Imperial Palace, the Emperor himself is said to have prayed for the success of the mission.&lt;br /&gt;
&lt;br /&gt;
The Confederated States were not prepared for an orbital assault by the commando units on all their major cities, including their capital of Neubach, with their lines collapsing as Imperial Army troops surged across the borders. By early 2384 the government of Fisanduh had collapsed, but never signed surrender terms to the war, instead opting to enact &amp;quot;Plan SCRAM&amp;quot; and start an insurgency. The last Prime Minister of the Confederated States, Helga Kesselring, shot herself while draped in the standard of the States rather than be taken prisoner. No fully intact copy of Plan SCRAM has ever been recovered from Moroz due to the Confederated States&#039; efforts to destroy sensitive documents in the final hours of its existence as an official government - the only recovered parts of it are a two-page section: a title page reading &amp;quot;PLAN SCRAM&amp;quot; and a second page reading &amp;quot;DESTROY ALL INFORMATION PAST THIS PAGE AFTER READING.&amp;quot; By 2386 the entire region was declared secure.&lt;br /&gt;
With the reunification finally completed at long last, the Imperial Alliance and the Holy Kingdom joined hands with the formation of the Empire of Dominia and the coronation of Godwin Keeser, the ruler of the Imperial Alliance, as the first Emperor of Dominia. The years that followed his coronation on the 29th of June, 2385, would be a time of great change for Moroz.&lt;br /&gt;
&lt;br /&gt;
===2385 - The Early Empire===&lt;br /&gt;
&lt;br /&gt;
The first true Emperor of Dominia, Godwin Keeser reigned from 2385 until his death from old age in 2437. During his rule the newly-formed Empire of Dominia would go from a minor power to a regional force on the level of the nearby Republic of Elyra. Domestically, Emperor Godwin was faced with repeated issues in Fisanduh as the Empire attempted to bring it under control while expanding abroad. Ultimately the 2402-03 Navy Day Uprising, which saw the Empire lose control over Inner Fisanduh, would prove to be the greatest failure of his reign.&lt;br /&gt;
&lt;br /&gt;
Under Godwin’s reign the Empire flourished and its modern institutions began to take shape. He formalized the Imperial military’s structure, much of its colonial bureaucracy, its use of privateers, and the primacy of Morozians over the Empire. Emperor Godwin, while never managing to establish formal relations, did establish ties to the Southern Reaches of the Solarian Alliance and the then-Solarian system of Tau Ceti. When he passed from the material world into Her loving embrace in 2437, he left behind a nation which — while unable to directly challenge the Coalition of Colonies — was a regional power capable of elbowing its way into the broader Spur. His eldest son, Boleslaw Keeser, was left to rule over a significantly more stable and powerful state than the Imperial Alliance his father had inherited.&lt;br /&gt;
&lt;br /&gt;
===22 July 2437 - Emperor Boleslaw’s Coronation===&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
As Emperor Godwin departed into the loving arms of the Goddess on 18 July, 2437, plans had already been made to crown his eldest son as the new Emperor of Dominia. The new Emperor’s coronation in Nova Luxembourg was the first such ceremony viewed by the wider Spur, and was attended by representatives from various Solarian systems, some Coalition member states, Elyran diplomats, and others. Following three days of national mourning the Immaculate Hand placed the Imperial crown upon Boleslaw Keeser’s head, and the second ruler of the vastly expanded Empire was born, with its domain now stretching from Nova Luxembourg to Sun Reach.&lt;br /&gt;
&lt;br /&gt;
===2437 - The Modern Empire===&lt;br /&gt;
&lt;br /&gt;
Under Emperor Boleslaw’s reign the Empire has continued to prosper, though many view the current Emperor as not having surpassed his father. His reign has seen the addition of a new — yet controversial — great house in 2440 with the arrival of House Kazkhz, further improvements to Morozian infrastructure, and more cooperation with the broader Spur. Notably, NanoTrasen established formal business relations with the Empire in 2452 while Zavodskoi Interstellar did so in 2441. The Empire was one of the first stellar nations to recognize the newly-independent Republic of Biesel and has had a cooperative relationship with it ever since.&lt;br /&gt;
&lt;br /&gt;
Boleslaw’s reign has seen more conflict with the broader Spur than his father’s, particularly with the nearby Republic of Elyra, and has brought the Empire into worse relations with the Coalition of Colonies through expansions of its privateering and aggressive use of the Imperial Fleet against unaligned frontier worlds near the Empire to annex them. Military expansions throughout his reign have seen the Empire’s continued expansion toward the territories formerly controlled by the Alliance, where it repurposes Solarian hegemonic era structures for its own resource extraction needs. Some in the Empire call this an unsustainable expansion which will inevitably draw it into conflict with the wider Spur, but none can deny the resources brought by its expansion aid its continued growth. Internally, Inner Fisanduh remains an issue and many of the great houses are rumored to look poorly upon House Kazkhz for their recent arrival and Emperor Boleslaw’s favor of them.&lt;br /&gt;
&lt;br /&gt;
In the 2460s, with the shadow of the phoron crisis beginning to fade, Emperor Boleslaw continues to reign, but he is increasingly elderly and infirm. As more and more of his duties are taken over by the heir apparent, Crown Princess Priscilla, the Empire looks towards the future with trepidation. Priscilla, when she ascends, is anticipated to be more liberal than her father, and none can anticipate what this outlook will bring to the issues currently facing it.&lt;br /&gt;
&lt;br /&gt;
==Dominian Society==&lt;br /&gt;
&lt;br /&gt;
===Primaries===&lt;br /&gt;
&lt;br /&gt;
The Primaries are the noble and liturgical classes of the Dominian Empire&#039;s humans, though the noble class of Dominia often sees Secondaries adopted into it. Due to centuries of eating better than their commoner and lay counterparts, Primaries are physically larger and more imposing than their Secondary cousins. Secondaries that are elevated to nobility, though still primaries, tend to be slightly shorter than older families. Dominians (or Morozians, if you are from the former Confederated States) of this social class are not typically found in Fisanduh due to its lack of nobility and can reach heights of six feet in both genders. &lt;br /&gt;
&lt;br /&gt;
[[Unathi in Dominia|The Unathi of the Empire]] are near-universally Primaries, as members of the Great House Kazhkz-Han&#039;san. Though some Unathi Secondaries exist, they are a small fraction of the already-small Unathi minority in Dominia, and are often mistaken for Primaries by laypeople.&lt;br /&gt;
&lt;br /&gt;
Land-owning Primaries going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 6&#039;5&amp;quot;. The older a noble lineage, the taller they will be on average. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;4&amp;quot; - 6&#039;3&amp;quot;. The older a noble lineage, the taller they will be on average. &lt;br /&gt;
&lt;br /&gt;
===Secondaries===&lt;br /&gt;
&lt;br /&gt;
Secondaries are the commoners and laypeople of Moroz, those on the planet lacking noble titles or liturgical positions. Exceptional Secondaries are often ennobled, becoming Primaries. They make up the bulk of Moroz&#039;s population but are the second-most populous group overall in the Empire after Ma&#039;zals. Secondaries as a whole tend to be smaller than Primaries (though there are exceptions) and represent a more diverse social class than the Primaries do, but are a part of the same Morozian ethnic and cultural group. The key difference between the two classes is the presence of a noble title. In the Empire proper, Secondaries form the core of the Moroz Holy Tribunal and Imperial society as a whole. Within the former Confederated States, Secondaries are instead referred to as &amp;quot;Morozians.&amp;quot;&lt;br /&gt;
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Recent Unathi immigrants from outside the Empire, or those rejected by the Kazhkz-Han&#039;san, are considered Secondaries. Unathi Secondaries are very rare, with most of them eventually either being adopted into House Kazhkz-Han&#039;san or leaving the Empire for greener pastures.&lt;br /&gt;
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&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;1&amp;quot; - 5&#039;4&amp;quot;&lt;br /&gt;
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===Ma&#039;zals===&lt;br /&gt;
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A blanket term used to refer to those citizens— or subjects— of the Empire that are not from Moroz, Ma&#039;zals represent the Empire&#039;s underclass. They are an extremely diverse group that tends to be generally rebellious, and resistant to Imperial control. Those that do opt to side with the Empire have either been integrated into the Empire&#039;s colonial system or are turncoats. Ma&#039;zals also form a large population in the Coalition of Colonies, as they often flee from the Empire through whatever means are available. Ma&#039;zals form the backbone of the [[Dominian Imperial Military]] and can rise to great heights in the Imperial Army, though the majority never rise beyond the most junior officer ranks.&lt;br /&gt;
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Ma’zals, while diverse, can be divided into three distinct groups that the Empire of Dominia keeps track of. The largest of these groups are the &#039;&#039;&#039;“regular” Ma’zals&#039;&#039;&#039; of the Empire that have yet to fully accept Imperial rule. These Ma’zals are generally found on recently conquered planets and tend to be the most resistant to Imperial control, with violent resistance not being uncommon. No matter how much the Empire tries there are always those that continue to resist even after most have accepted their status as Imperial subjects, and House Strelitz often becomes involved in counter-insurgency warfare on Imperial colonies. However, in due time, these Ma’zals will eventually bend the knee to Imperial rule; in part due to the next, and smallest, category of Ma’zal.&lt;br /&gt;
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The so-called &#039;&#039;&#039;&amp;quot;Elevated Ma’zal,”&#039;&#039;&#039; is an unusual and often misunderstood figure both inside and outside of the Empire of Dominia. Originally an “invention,” of House Caladius, the men and women that make up this category of Ma’zals are trained to serve as bureaucrats in the massive bureaucracy of the Empire of Dominia. This has quite a few advantages as the Elevated Ma’zals know the planet, understand the local language and customs and can be utilized as a friendly face for the Empire’s control of the planet. Sometimes referred to as the “nobility of the Imperial frontier,” Elevated Ma’zals will often— with blessings from House Caladius of course— form their own noble houses and orders, assuming they are not integrated into House Caladius. These frontier houses are generally always affiliated with House Caladius, and have proven to be a valuable ally of their merchants.&lt;br /&gt;
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The final category of Ma’zals are those that have accepted Imperial rule and now live as full citizens of the Empire. The &#039;&#039;&#039;“Integrated Ma’zals,”&#039;&#039;&#039; of the Empire make up a smaller portion of the total Ma’zal population than their non-integrated counterparts but possess a greater amount of economic power than their rebellious counterparts and are, though not fully Morozian, considered to be loyal subjects of the Emperor and Goddess alike. The loyalty of some Integrated Ma’zals is so great that many are often awarded the prestigious title of Honourary Morozian, also referred to as “Morozian beyond the void,” in some areas, which represents that they have demonstrated a very high level of commitment to the Empire. Such an award is accompanied by immediate ennobling with the great house that recommended the award be bestowed.&lt;br /&gt;
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===Geneboosting===&lt;br /&gt;
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A technique dating back centuries, geneboosting is descended from colonial efforts to genetically engineer species adapted to the harsh Morozian climate. Geneboosting was originally used on humans by the Volvalaads at the behest of House Strelitz with the intent of improving the Imperial Army&#039;s officer corps before being adopted by House Volvalaad as a way to create a better class of nobility. Geneboosting is done during the fetal development stage. It greatly enhances the natural genetic structure of the patient, removing flaws and emphasizing strengths. &#039;&#039;&#039;This form of genetic modification is limited to the nobility due to the high cost and status associated with it&#039;&#039;&#039;. The effects lead to enhanced attributes and appearances: those geneboosted are stronger, faster, more able, and much longer-lived than their non-geneboosted counterparts. Geneboosted playable species tend to be slightly taller than average, with humans becoming as tall as 6&#039;8&amp;quot; (2.03m) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to being prohibitively expensive. Talks with Zeng-Hu to improve upon Dominia&#039;s pre-existing gene boosting techniques have not yielded results.&lt;br /&gt;
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===Dominian Heads of Staff===&lt;br /&gt;
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As a result of the Empire&#039;s fanatical outlook on certain issues such as synthetic life and edict breakers, Dominian heads of staff are fairly rare aboard Stellar Corporate Conglomerate facilities such as the SCCV Horizon. Those that do pass through the requirements needed to become a head of staff are typically considered to be liberals (or, rarely, reformists) in the Empire and typically belong to or are affiliated with a Great House, with House Volvalaad having the greatest representation abroad and House Caladius following closely behind. Nevertheless, they must still go through a great amount of orientation in order to adapt to life aboard such a cosmopolitan vessel.&lt;br /&gt;
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Dominians that are elevated to a leadership position within the Conglomerate are regarded to be the best and brightest of the Empire by the cartel and are highly-regarded by the for their professionalism and honor despite some difficulties in working with IPCs and other forms of synthetic life. Please note that playing a Dominian head of staff is not an excuse to make a player&#039;s round miserable just because they&#039;re a synthetic.&lt;br /&gt;
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==Languages==&lt;br /&gt;
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The Empire is a multilingual society divided between High Morozi, a Tradeband dialect, and Vulgar Morozi, a Sol Common dialect, along with various Unathi dialects, such as Sinta’Azaziba, and Freespeak. Which of these languages one speaks are generally determined by one’s class and planet of birth. Among the Primary aristocracy and natives of the Imperial Core High Morozi is often the first, and primary, language, with Tau Ceti Basic and Vulgar Morozi fluency viewed as the sign of a good upbringing and education. Primaries who do not speak Vulgar Morozi are extremely uncommon, and those who do not speak the language are generally looked upon poorly by their peers. Many Secondaries speak Vulgar Morozi as their first language, though this varies from family to family.&lt;br /&gt;
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As one travels further from the Imperial Core, High Morozi begins to rapidly disappear as a first language and is replaced with its Vuglar counterpart, or with Freespeak. Often pejoratively known as “Gutter,” or “Rebel-Speak,” by Dominians the language is associated with the uncivilized frontier. Speaking Freespeak, even if one has knowledge of the language, is considered to be a major faux pas.&lt;br /&gt;
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==Synth Relations==&lt;br /&gt;
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&#039;&#039;&#039;CHARACTERS ABOARD THE HORIZON HOLDING DOMINIAN CITIZENSHIP WHO ARE DISCOVERED BY THE DOMINIAN GOVERNMENT TO BE INVOLVED IN ANY KIND OF INTIMATE RELATIONSHIP WITH AN IPC MAY BE EXTRADITED TO DOMINIA TO FACE PUNISHMENT FOR BREAKING THE FIFTH EDICT AND FOR DEGRADING THE IMAGE OF THE EMPIRE ABROAD. EXTRADITED CHARACTERS WILL NO LONGER BE PLAYABLE ABOARD THE HORIZON AND MAY BE SUBJECT TO THE PUNISHMENTS OF LIFE IMPRISONMENT, PERMANENT EXILE, OR DEATH.&#039;&#039;&#039;&lt;br /&gt;
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Dominian hatred of synthetic life stems from its deep faith in the Holy Tribunal and all positronics are sought out and destroyed upon entering Dominia space. To Dominians, higher level Synthetic life like self-aware AI and IPCs are ontologically evil. Interestingly, to observers, there seems to be a disproportionately high number of shell IPCs present in the sector compared to those beliefs. Rumors that Emperor Boleslaw Keeser declares political rivals untagged shells before black bagging them have been vehemently denied by the Empire.&lt;br /&gt;
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Imperial citizens working abroad in human space often interact with synthetics. In foreign lands, Dominians are expected to maintain some degree of tolerance in the presence of synthetics, abomination though they may be, in order to continue being permitted to work in these environments. While robots, or synthetics without a positronic brain or similar, are not objectionable to the Tribunal, citizens who refused to work alongside AI or IPCs would soon find themselves out of work and are expected to cooperate with these entities when their occupation demands it.&lt;br /&gt;
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==Dominian Extradition==&lt;br /&gt;
While the Empire&#039;s subjects may live and work outside of its borders, they are still expected to uphold the Empire&#039;s reputation abroad. This includes acting in a way that would not embarrass or otherwise be an affront to Dominia or its interests. Should a Dominian citizen abroad be caught perpetrating either of these acts, they may be investigated by His Majesty&#039;s Imperial Diplomatic Service and extradited by local authorities back to Dominia in order to receive the proper punishment from a Dominian court. For purposes of Dominian characters living and working aboard the SCCV Horizon, the information relevant to this procedure is detailed below.&lt;br /&gt;
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The Empire of Dominia has an extradition treaty with the Republic of Biesel. It can exercise this treaty to hold investigations pertaining to the conduct of Dominian subjects inhabiting Biesellite space and extradite them back to Imperial space if a breach of an Imperial Edict or other behavior which may besmirch the Empire&#039;s reputation abroad is found. Extraditions and investigations may only be conducted at the request of a consular or if a Dominian character&#039;s conduct is so egregious as to warrant notice by His Majesty&#039;s Imperial Diplomatic Service without the aid of a consular. Dominian Consulars found to be abusing this power or otherwise using this power dishonestly will be considered as breakers the Sixth Edict and will be summarily ejected from His Majesty&#039;s Diplomatic Service and extradited back to the Empire themselves to face punishment. The expediency of an investigation or extradition decision is balanced by a number of factors including an accused person&#039;s class, the severity of the alleged crime, and the amount of evidence weighing against them or in their favor. For example, the most scrutiny and expediency would be paid to Primaries and those accused of flagrantly breaking Tribunalist edicts or plotting against the empire. The processing of extradition requests typically takes a few days, but exceptions can be made if the crime or embarrassment to the Empire&#039;s pride would warrant that the process be expedited. If an investigation or extradition has been requested concurrently with a request for asylum or refugee status with another faction in the setting, the request for asylum &#039;&#039;&#039;DOES NOT&#039;&#039;&#039; nullify any investigation or extradition request unless asylum is granted. Whichever completes first, the asylum-seeking process or the extradition process, is what holds. Extraditions from the SCCV horizon are conducted by Biesellite or SCC authorities in cooperation with His Majesty&#039;s Imperial Diplomatic service. Judgements on extradition and investigations are made by the Human Lore Team and cannot be appealed. &#039;&#039;&#039;Through playing a Dominian character, players implicitly consent to be bound by the decisions made by the Human Lore Team in the event their character is investigated or extradited.&#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=34907</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=34907"/>
		<updated>2024-12-17T10:45:08Z</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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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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
&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=34906</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=34906"/>
		<updated>2024-12-17T10:40:52Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: Removing Dominian Unathi their noble status&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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&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 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;
===New Hope District, Nova Luxembourg - “Landsite”===&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;
===Anvil District, Jinxiang - “Anvil Towers”===&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;
===Hunter’s District, Domelkos - “Widowtown”===&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;
===Suna Village, Alterim Balteulis===&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;
====Minor Unathi Districts====&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=Contact_War&amp;diff=34774</id>
		<title>Contact War</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Contact_War&amp;diff=34774"/>
		<updated>2024-11-15T08:25:25Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 = Hegemony 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 = [[Izweski Hegemony]]&lt;br /&gt;
 |combatant2 = Traditionalist Coalition&lt;br /&gt;
 |commander1 = [[Notable_Unathi#Hegemon_S&#039;kresti_Izweski,_The_Fallen|Hegemon 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 [[Izweski Hegemony]] 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 Izweski Hegemony 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 Hegemony, 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 Hegemony 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 Hegemony, 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;Hegemony&amp;quot; extremely literally when first contact was made, believing initially that the Izweski ruled uncontested over Moghes. Hegemon 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 Hegemonic 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 Hegemony 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, Hegemony scientists turned their efforts towards expanding beyond Uueoa-Esa. The Hegemony possessed some warp-capable ships, purchased from human corporations - but Hegemon 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-Hegemony figures claiming it as a testament to Izweski wickedness, accusing the Hegemon 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 Hegemony’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-Hegemonic 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 Hegemony 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 Hegemony 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 Hegemony - 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 Hegemony. 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 Hegemony, 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 Hegemon 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 Hegemony 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. Hegemony-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 Hegemony’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 Hegemony 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 Hegemony.&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 Hegemony’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 Hegemony 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 Izweski Hegemony. With one of the Coalition’s most influential states having defected, the lands to the east of the Zazalais began to increasingly fall under Hegemony control - with some particularly pro-Izweski accounts claiming that Traditionalist forces fired nuclear missiles at their own lands as they retreated to slow the Hegemony 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 Hegemony armed forces under the personal command of Hegemon 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_in_Dominia&amp;diff=34589</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=34589"/>
		<updated>2024-10-18T10:04:02Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* The Piracy Days */&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 now importance in the social and political scene of the Empire. Arriving in 2440, the [[Unathi]] of clan Han’san and Kazhkz now play a surprisingly influential role in Dominia’s development and growth over the last decades, despite the relatively small size of House Kazhkz.&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 the Emperor happened to be in need of a fleet to bolster the forces of his burgeoning Empire. 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. Though many complained about them being made Primaries for merely swearing fealty to the Emperor, the might of Han’san warriors more than bolstered the ranks of the Imperial Army, and the Kazhkz fleet’s support to the Empire’s as loyal privateers was of great use.&lt;br /&gt;
=== The Fall of the Han’san ===&lt;br /&gt;
[[File:Han&#039;san_Standard.png|thumb|right|After the devstating Han&#039;san defeat at the battle of Three Peaks, the Han&#039;san standards became a much rarer sight.]]&lt;br /&gt;
Over the following years, the two Unathi Clans, now united under the banner of the Kazhkz-Han’san great house, would slowly adjust themselves to Dominian society. Finding their role as the Emperor’s Hand, they’d also ensure that the Unathi wouldn’t just remain relevant to the Empire, but an essential part of it. This situation led to the Han’san being considered the more influential 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 for the Han’san, already seen as a faction among the smallest of the Great Clans, to the point where, over the next years, most non-Unathi would stop acknowledging the Han’san at all and call the Unathi House simply “[[Empire_of_Dominia_Great_Houses#House_Kazhkz|House Kazhkz]].” If not for Kasz Han’san being Chief Minister of Unathi Affairs, the Han’san would’ve turned into Kazhkz, or left the great house by now.&lt;br /&gt;
=== Settling Down ===&lt;br /&gt;
[[File:Kazhkz_Flag_Small.png|thumb|right|The standard of House Kazhkz now represents the overwhelming majority of Unathi on Dominia, may they bear the Kazhkz or Han&#039;san name]]&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]]. Though most Unathi in Dominia are part of the Kazhkz House, one can see on rare occasions sinta in rare, very minor Unathi houses or living as secondaries. Still, the overwhelming majority of Unathi in Dominia are primaries.&lt;br /&gt;
&lt;br /&gt;
To this day, the Han’san side of the Unathi House exists in all but-name. 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.&lt;br /&gt;
&lt;br /&gt;
The Kazhkz were not as lucky. While the Unathi House is called Kazhkz due to representation, their actual contribution, may it be on the political or even military scene, remains limited. Over the years, the Kazhkz specialized in working as the Empire’s fortune secondary fleet, though their privateer status means that their work goes often unnoticed by the bulk of the Dominian people. Most of the Kazhkz that wanted to remain in this field got two main options, either work in the Imperial Fleet proper, with incredibly limited options for a career due to their Zhao leadership proving mostly hostile to Unathi, or keep on working the same way for the Empire as privateers. Many chose the latter path, and among them, Salak Kazhkz himself, who to this day, takes the opportunity of the freedom that privateering offers to strike Hegemonic assets, naming his fleet of privateers “The Grudgebearers”. Of course, it does not mean that all Kazhkz work as privateers, and many took more unique roles to better represent their House while most of their housemates took to the stars.&lt;br /&gt;
&lt;br /&gt;
== Unathi Role in the Empire ==&lt;br /&gt;
=== The Emperor’s Hand ===&lt;br /&gt;
&lt;br /&gt;
Beyond bolstering the [[Dominian_Imperial_Military|Imperial Army]]’s ranks or working as privateers, the Unathi proved to have an even more important role in Dominia, especially in the eyes of the Emperor himself. Being a new house, entirely separated from a vast majority of the history, culture, and politics of the Empire until very recently, Dominian Unathi never gained the importance or influence of the other great houses such as the [[Empire_of_Dominia_Great_Houses#House_Strelitz|Strelitz]] with their control of the Army, or the [[Empire_of_Dominia_Great_Houses#House_Zhao|Zhao]], with their control of the navy. Yet, they still have warships free of the influence of the Zhaos, trained infantry (mostly) outside the Strelitz’s sphere of control, and are so small that without the grace of the [[Keeser_Royal_Family#Emperor_Boleslaw_Keeser_I|Emperor]], they would cease to exist as a great house. This has made them the perfect enforcers of the Emperor’s will, should he be unable to rely on other great houses for assistance.&lt;br /&gt;
&lt;br /&gt;
Free from most of the trivialities of being a great house, and wholly reliant on the Emperor to maintain their position, House Kazhkz has become the Emperor&#039;s personal problem-solvers, deployed to deal with issues that the other great houses cannot be trusted to deal with, or have caused themselves. They are primarily used in this role as peacekeepers, accompanying the human emissaries of the Emperor as a personal guard to mediate inter-house disputes and apply the necessary force to ensure peace when such disputes turn violent. It is not uncommon for an inter-house dispute to pop up and soon thereafter see Unathi heavy Infantry marching down the street of whatever village, town, or area the dispute is located in, ensuring compliance with the Emperor&#039;s will. They have also begun to offer these services to other great houses, for when they need to enforce their will on their own vassal houses. However, the Emperor cannot rely on Dominian Unathi for everything, as their small numbers limit their ability to shield their Emperor from a massive crisis.&lt;br /&gt;
&lt;br /&gt;
Outside of keeping the peace between great houses, Dominian Unathi are often deployed on missions at the whim of the Emperor. An example might be Kazhkz privateers used as &amp;quot;Edict Hunters,&amp;quot; envoys tasked with finding renowned criminal Edict Breakers and bringing them back to Dominian space when all else fails. But the most notable of these was their intervention in Imperial Fishanduh, where they replaced regular Imperial Army units as occupiers in the region for a time when it was politically necessary for stability in the region. Widely considered a success at the time, the Unathi temporarily proved much more effective than the regular Army at pacifying the sections to which they were deployed, liquidating several cells of the Fishanduh Freedom Front during their short deployment. This earned them the appreciation of those Fishanduhians loyal to the Empire, and the hatred of those who weren&#039;t. But their deployment could not continue indefinitely, and the defeat at the Battle of Three Peaks had the Han&#039;san, which made up the bulk of the Unathi land forces take such heavy losses that the House had to be re-deployed elsewhere, and wouldn&#039;t return in full force in Fisanduh for years. They were replaced by regular Imperial Army units, and the 3F soared again. The Emperor’s will was still accomplished and Clan Kazhkz, now mostly in control of the great house, marked a victory in their books.&lt;br /&gt;
=== Political Influence ===&lt;br /&gt;
&lt;br /&gt;
Due to acting as the “Emperor’s Hand”, Dominian Unathi have oversized influence over Imperial politics. While they are technically the smallest and least powerful of great houses, their unique role also means that the Emperor will generally be more open-minded with their proposals than with most other Houses.&lt;br /&gt;
&lt;br /&gt;
This influence is never enough to drastically change the Empire’s course or challenge other great houses and is used to its fullest to instead ensure that the Unathi merely remain relevant in Dominian society. This goes from negotiating the creation of infrastructure fit for a Unathi population like an increased meat industry to securing a proper spot for some Unathi officers in the Imperial army, ensuring that the possibility for better spots than merely foot soldiers remained.&lt;br /&gt;
&lt;br /&gt;
== Life for the Dominian Unathi ==&lt;br /&gt;
=== Life Conditions ===&lt;br /&gt;
&lt;br /&gt;
Life for the average Dominian Unathi is generally one of relative comfort. With nearly all being Primaries, they get to live like minor nobles at least, enjoying the fruits of wealth though at the cost of loyal service to the Emperor when such is required.&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. Just like most other primaries, Unathi prefer to wear brightly-colored, extravagant 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, but not for a lack of trying, nor any kind of Dominian hostilities. 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 for the more well-off ones, hunting is also something highly appreciated. Finally, the younger generation of properly Dominian-born also turned out to be surprisingly fond of video games.&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 very hard time converting to the [[Moroz_Holy_Tribunal|Imperial faith]]. 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 effectively saved them by not only welcoming them to their world but also making them relatively important nobles. 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, to the point where some of the more devoted elements even had some influence over the Tribunal itself and some of its Edicts. 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;
&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 House, either bearing the Han’san or Kazhkz name. In much rarer cases, Unathi that do not want to bear these names can be found in minor houses.&lt;br /&gt;
&lt;br /&gt;
Some Unathi [[Empire_of_Dominia#Secondaries|secondaries]] can be found in exceptional cases. These are not ex-Han’san or Kazhkz, but rather Unathi that migrated to the Empire, and yet for one reason or another, did not join the Kazhkz House, or any other House. These Unathi still find themselves treated like primaries by the secondary population, and yet treated like secondaries by the [[Empire_of_Dominia#Primaries|primaries]] in turn, preventing them from really fitting anywhere. This frequently leads to these Unathi doing something about their situation as a secondary, either joining another clan-house, or leaving Dominia altogether.&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, and more. All of these tensions, however, tend to vanish regarding issues that go beyond strictly Unathi affairs. When it comes to facing issues that come from the rest of Dominia, or even the Spur as a whole, the entirety of the Kazhkz House, no matter what name they bear, quickly gets to unite to face and resolve these.&lt;br /&gt;
=== With other Great Houses ===&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 an extremely positive light for their contribution to the Empire. Dominian Unathi tend to be loyal to the Emperor, more than to any other House, and their role as the “Emperor’s Hand” certainly ensures they remain in the Emperor’s good graces and his family’s. The heir apparent, [[Keeser_Royal_Family#Crown_Princess_Priscilla_Keeser|Crown Princess Priscilla]], is rumored to have a much dimmer outlook on the “Emperor’s Hand,” 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 always willing to offer their counterparts gene-boosting — even if at an exorbitant price.&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;
=== 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 House, 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;
=== 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, and often undeserving of their titles. 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;
Overall, while there may still be the occasional xenophobic incident, Unathi are tolerated by their fellow Primaries, though often patronized and looked down upon as glorified pirates stuffed into noble fashion. 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;
== 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 Volvalaad 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=34407</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=34407"/>
		<updated>2024-09-14T00:54:15Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Settling Down */&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 now importance in the social and political scene of the Empire. Arriving in 2440, the [[Unathi]] of clan Han’san and Kazhkz now play a surprisingly influential role in Dominia’s development and growth over the last decades, despite the relatively small size of House Kazhkz.&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 tag along 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;
=== 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 the Emperor happened to be in need of a fleet to bolster the forces of his burgeoning Empire. 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. Though many complained about them being made Primaries for merely swearing fealty to the Emperor, the might of Han’san warriors more than bolstered the ranks of the Imperial Army, and the Kazhkz fleet’s support to the Empire’s as loyal privateers was of great use.&lt;br /&gt;
=== The Fall of the Han’san ===&lt;br /&gt;
[[File:Han&#039;san_Standard.png|thumb|right|After the devstating Han&#039;san defeat at the battle of Three Peaks, the Han&#039;san standards became a much rarer sight.]]&lt;br /&gt;
Over the following years, the two Unathi Clans, now united under the banner of the Kazhkz-Han’san great house, would slowly adjust themselves to Dominian society. Finding their role as the Emperor’s Hand, they’d also ensure that the Unathi wouldn’t just remain relevant to the Empire, but an essential part of it. This situation led to the Han’san being considered the more influential 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 for the Han’san, already seen as a faction among the smallest of the Great Clans, to the point where, over the next years, most non-Unathi would stop acknowledging the Han’san at all and call the Unathi House simply “[[Empire_of_Dominia_Great_Houses#House_Kazhkz|House Kazhkz]].” If not for Kasz Han’san being Chief Minister of Unathi Affairs, the Han’san would’ve turned into Kazhkz, or left the great house by now.&lt;br /&gt;
=== Settling Down ===&lt;br /&gt;
[[File:Kazhkz_Flag_Small.png|thumb|right|The standard of House Kazhkz now represents the overwhelming majority of Unathi on Dominia, may they bear the Kazhkz or Han&#039;san name]]&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]]. Though most Unathi in Dominia are part of the Kazhkz House, one can see on rare occasions sinta in rare, very minor Unathi houses or living as secondaries. Still, the overwhelming majority of Unathi in Dominia are primaries.&lt;br /&gt;
&lt;br /&gt;
To this day, the Han’san side of the Unathi House exists in all but-name. 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.&lt;br /&gt;
&lt;br /&gt;
The Kazhkz were not as lucky. While the Unathi House is called Kazhkz due to representation, their actual contribution, may it be on the political or even military scene, remains limited. Over the years, the Kazhkz specialized in working as the Empire’s fortune secondary fleet, though their privateer status means that their work goes often unnoticed by the bulk of the Dominian people. Most of the Kazhkz that wanted to remain in this field got two main options, either work in the Imperial Fleet proper, with incredibly limited options for a career due to their Zhao leadership proving mostly hostile to Unathi, or keep on working the same way for the Empire as privateers. Many chose the latter path, and among them, Salak Kazhkz himself, who to this day, takes the opportunity of the freedom that privateering offers to strike Hegemonic assets, naming his fleet of privateers “The Grudgebearers”. Of course, it does not mean that all Kazhkz work as privateers, and many took more unique roles to better represent their House while most of their housemates took to the stars.&lt;br /&gt;
&lt;br /&gt;
== Unathi Role in the Empire ==&lt;br /&gt;
=== The Emperor’s Hand ===&lt;br /&gt;
&lt;br /&gt;
Beyond bolstering the [[Dominian_Imperial_Military|Imperial Army]]’s ranks or working as privateers, the Unathi proved to have an even more important role in Dominia, especially in the eyes of the Emperor himself. Being a new house, entirely separated from a vast majority of the history, culture, and politics of the Empire until very recently, Dominian Unathi never gained the importance or influence of the other great houses such as the [[Empire_of_Dominia_Great_Houses#House_Strelitz|Strelitz]] with their control of the Army, or the [[Empire_of_Dominia_Great_Houses#House_Zhao|Zhao]], with their control of the navy. Yet, they still have warships free of the influence of the Zhaos, trained infantry (mostly) outside the Strelitz’s sphere of control, and are so small that without the grace of the [[Keeser_Royal_Family#Emperor_Boleslaw_Keeser_I|Emperor]], they would cease to exist as a great house. This has made them the perfect enforcers of the Emperor’s will, should he be unable to rely on other great houses for assistance.&lt;br /&gt;
&lt;br /&gt;
Free from most of the trivialities of being a great house, and wholly reliant on the Emperor to maintain their position, House Kazhkz has become the Emperor&#039;s personal problem-solvers, deployed to deal with issues that the other great houses cannot be trusted to deal with, or have caused themselves. They are primarily used in this role as peacekeepers, accompanying the human emissaries of the Emperor as a personal guard to mediate inter-house disputes and apply the necessary force to ensure peace when such disputes turn violent. It is not uncommon for an inter-house dispute to pop up and soon thereafter see Unathi heavy Infantry marching down the street of whatever village, town, or area the dispute is located in, ensuring compliance with the Emperor&#039;s will. They have also begun to offer these services to other great houses, for when they need to enforce their will on their own vassal houses. However, the Emperor cannot rely on Dominian Unathi for everything, as their small numbers limit their ability to shield their Emperor from a massive crisis.&lt;br /&gt;
&lt;br /&gt;
Outside of keeping the peace between great houses, Dominian Unathi are often deployed on missions at the whim of the Emperor. An example might be Kazhkz privateers used as &amp;quot;Edict Hunters,&amp;quot; envoys tasked with finding renowned criminal Edict Breakers and bringing them back to Dominian space when all else fails. But the most notable of these was their intervention in Imperial Fishanduh, where they replaced regular Imperial Army units as occupiers in the region for a time when it was politically necessary for stability in the region. Widely considered a success at the time, the Unathi temporarily proved much more effective than the regular Army at pacifying the sections to which they were deployed, liquidating several cells of the Fishanduh Freedom Front during their short deployment. This earned them the appreciation of those Fishanduhians loyal to the Empire, and the hatred of those who weren&#039;t. But their deployment could not continue indefinitely, and the defeat at the Battle of Three Peaks had the Han&#039;san, which made up the bulk of the Unathi land forces take such heavy losses that the House had to be re-deployed elsewhere, and wouldn&#039;t return in full force in Fisanduh for years. They were replaced by regular Imperial Army units, and the 3F soared again. The Emperor’s will was still accomplished and Clan Kazhkz, now mostly in control of the great house, marked a victory in their books.&lt;br /&gt;
=== Political Influence ===&lt;br /&gt;
&lt;br /&gt;
Due to acting as the “Emperor’s Hand”, Dominian Unathi have oversized influence over Imperial politics. While they are technically the smallest and least powerful of great houses, their unique role also means that the Emperor will generally be more open-minded with their proposals than with most other Houses.&lt;br /&gt;
&lt;br /&gt;
This influence is never enough to drastically change the Empire’s course or challenge other great houses and is used to its fullest to instead ensure that the Unathi merely remain relevant in Dominian society. This goes from negotiating the creation of infrastructure fit for a Unathi population like an increased meat industry to securing a proper spot for some Unathi officers in the Imperial army, ensuring that the possibility for better spots than merely foot soldiers remained.&lt;br /&gt;
&lt;br /&gt;
== Life for the Dominian Unathi ==&lt;br /&gt;
=== Life Conditions ===&lt;br /&gt;
&lt;br /&gt;
Life for the average Dominian Unathi is generally one of relative comfort. With nearly all being Primaries, they get to live like minor nobles at least, enjoying the fruits of wealth though at the cost of loyal service to the Emperor when such is required.&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. Just like most other primaries, Unathi prefer to wear brightly-colored, extravagant 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, but not for a lack of trying, nor any kind of Dominian hostilities. 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 for the more well-off ones, hunting is also something highly appreciated. Finally, the younger generation of properly Dominian-born also turned out to be surprisingly fond of video games.&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 very hard time converting to the [[Moroz_Holy_Tribunal|Imperial faith]]. 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 effectively saved them by not only welcoming them to their world but also making them relatively important nobles. 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, to the point where some of the more devoted elements even had some influence over the Tribunal itself and some of its Edicts. 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;
&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 House, either bearing the Han’san or Kazhkz name. In much rarer cases, Unathi that do not want to bear these names can be found in minor houses.&lt;br /&gt;
&lt;br /&gt;
Some Unathi [[Empire_of_Dominia#Secondaries|secondaries]] can be found in exceptional cases. These are not ex-Han’san or Kazhkz, but rather Unathi that migrated to the Empire, and yet for one reason or another, did not join the Kazhkz House, or any other House. These Unathi still find themselves treated like primaries by the secondary population, and yet treated like secondaries by the [[Empire_of_Dominia#Primaries|primaries]] in turn, preventing them from really fitting anywhere. This frequently leads to these Unathi doing something about their situation as a secondary, either joining another clan-house, or leaving Dominia altogether.&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, and more. All of these tensions, however, tend to vanish regarding issues that go beyond strictly Unathi affairs. When it comes to facing issues that come from the rest of Dominia, or even the Spur as a whole, the entirety of the Kazhkz House, no matter what name they bear, quickly gets to unite to face and resolve these.&lt;br /&gt;
=== With other Great Houses ===&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 an extremely positive light for their contribution to the Empire. Dominian Unathi tend to be loyal to the Emperor, more than to any other House, and their role as the “Emperor’s Hand” certainly ensures they remain in the Emperor’s good graces and his family’s. The heir apparent, [[Keeser_Royal_Family#Crown_Princess_Priscilla_Keeser|Crown Princess Priscilla]], is rumored to have a much dimmer outlook on the “Emperor’s Hand,” 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;
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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 always willing to offer their counterparts gene-boosting — even if at an exorbitant price.&lt;br /&gt;
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[[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;
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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;
=== 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 House, 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;
=== 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, and often undeserving of their titles. 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;
Overall, while there may still be the occasional xenophobic incident, Unathi are tolerated by their fellow Primaries, though often patronized and looked down upon as glorified pirates stuffed into noble fashion. 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;
== 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;
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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;
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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;
&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;
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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 Volvalaad 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>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=33985</id>
		<title>Unathi Military Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=33985"/>
		<updated>2024-07-25T07:55:59Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Personnel */&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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Historically, the Unathi of Moghes have operated under a feudal levy system, where lords were required to maintain a personal and well-trained military force to be summoned by their liege in times of war. This tradition continues in a sense, with most lords of the Hegemony still holding levies - though it has had to adapt greatly to the realities of a modern interstellar empire.&lt;br /&gt;
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= The Hegemonic Army =&lt;br /&gt;
The armed forces of the Izweski Hegemony largely rely on vassal levies, made up of the peasantry. During times of war, lords are required to conscript a certain percentage of their population to serve under them in the Hegemonic Army, with this percentage being set by the Hegemon and subject to change as the war demands. The largest percentage of levies raised was in the midst of the contact war, when the conscription rate reached 80% of all male Unathi in the Hegemony’s territories. This reliance on peasant levies to fill in the army has resulted in the Izweski having a tiny standing army, particularly when compared to their regional rivals in the [[Empire of Dominia]] and [[Republic of Elyra]]. Raising of levies generally tends to cause a significant drop across all industrial sectors, as their workers are called to war. For this reason, the Hegemony only calls its full army to bear in the most extreme circumstances, instead preferring to rely on &#039;&#039;&#039;Bannermen and Men-at-Arms.&#039;&#039;&#039;&lt;br /&gt;
[[File:Space refugees by thirteen dogs-da00teb.jpg|thumb|alt=Refugee Crisis.|A peasant levy stands watch over in a destroyed town staring out at the newly formed wasteland during the Contact War.]]&lt;br /&gt;
== Peasant Levies ==&lt;br /&gt;
Peasant levies make up a majority of the armed forces of the Hegemony when they are raised for war, which is only in the direst of circumstances. Most of the time, those conscripted are simply peasants working the land under their lord, not the normal jobs for soldiers. Untrained and generally under equipped, they act as fodder to bolster the strength of the professional trained regiments of Men-At-Arms, who are full time soldiers. To be called into a peasant levy is generally a harsh experience, with most levies being provided little to no training in military matters, instead simply equipped with the bare minimum of gear, and thrown into the fight. Their losses therefore are normally heavy, compounded by the callous disregard most of their officers(normally nobility) have for their ability as soldiers, instead seeing them as mostly meat for whatever grinder is nearby.&lt;br /&gt;
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Equipment within a Levy is the bare minimum of what one would bring into battle in the 25th century, normally consisting of a simple set of poor quality body armor, old rifles, and whatever spare equipment a noble can dredge up out of storage for war. However, despite how ill-equipped the levies are, morale is rarely an issue, as should a levy be raised to war it is a sign that the war is going badly for their leaders, and all hands are needed to ensure that their lands do not suffer because of it. Peasant Levies are usually inspired by being told they are fighting for their homes themselves, instead of a distant idea of honor or debt to their lords. Still, once battle commences peasant levies can not be relied upon to maintain their normally high morale, as their officers command them to engage in areas that are little more than meat grinders, long slogging engagements, mostly pinning down enemy forces until a professional force can come and kill them. These engagements extract heavy casualties from the peasant levies, who even if they are victorious, become disillusioned with the idea of fighting for their lord in such a way. Desertion after the first battle a peasant levy engages in is normally high, and Lords make every effort to publicly punish those they can catch.&lt;br /&gt;
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Additionally, when peasants are called for a levy, they are no longer working their normal jobs on the home front. This leads to a marked drop in production of all goods whenever a peasant levy is called to war, and the high casualties mean production continues to suffer as fewer Unathi are now working the lands. This is the primary reason the Hegemony has been slowly working towards phasing out peasant levies, attempting to replace them with a standing army of Men-at-Arms, yet the finances of most lords are not to the point where the Hegemony would have access to an army the likes of their neighbors should peasant levies be fully abandoned. At least for now, the levy system remains, though ever since the Contact War levy requirements have been generally lowered across the nation.&lt;br /&gt;
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== Bannermen and Men at Arms ==&lt;br /&gt;
Since the beginning of the industrial era, it quickly became clear that armies required at the very least a core of professionally trained soldiers, instead of just massed peasantry with minimal training. The Sarakus Hegemony proved the value of a standing professional force during their wars of unification, and drafted the structure that still dominates Unathi military forces today.&lt;br /&gt;
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=== Bannermen and Officers ===&lt;br /&gt;
Bannermen are noble Unathi outside of the normal feudal structure - not holding any lands but instead commanding a noble’s professional force of a regiment of Men-at-Arms. It was born out of the nobility&#039;s desire to ensure their classes continued control over the trained section of the army, not trusting peasants to consistently be loyal. As time has passed since its creation, there have also been more titles created to represent different levels of officers within a regiment that are still held by the nobility. Unlike other noble titles, the title of Bannerman along with other officer titles is non-hereditary, instead being an appointed one by the ruler to which the Bannerman gives fealty. However, many landed rulers will continually pick Bannermen from the same clans as a reward for trusted allies. The only landed title a Bannerman may hold is being the commander of a military position, where the title is non-hereditary and constantly changing hands between different officers.&lt;br /&gt;
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As stated, officers usually come from noble clans that have been long associated with the clan of the landed ruler. These clans, often referred to as ‘Shieldbearer Clans’, exemplify the martial leanings of the Unathi species, steeped in the traditions of Unathi war. From the time they first walk, male members of these clans will be taught the intricacies of command, strategy, and combat - all so that they may one day become officers themselves. Those who excel in this learning usually achieve this goal, becoming an officer in their liege&#039;s forces - but for the rest, very little remains tying them down to Moghes. Many of these so-called “wash-outs” instead look to the stars, where their years of experience and education in all matters of warfare are highly valued. Many become officers within the Hegemonic Navy, while some venture even further to employment within human corporations such as [[Zavodskoi Interstellar]], or various [[Private Military Contracting Group|private military contractors]], using their skills to line their clan’s pockets. These clans tend to be highly traditional and slow to embrace change, save for in the field of the army and its technology. Shieldbearer clans tend to be progressive towards the extreme when it comes to the organization of their military forces and the technology used on the battlefield. They constantly advocate for new equipment, training material, and tactical ideas to be tested or implemented, in whatever form they can. However many Lords cannot afford the cost of this, leaving those bannermen and their regiments beyond those pledged to the wealthiest of lords much worse-equipped than their contemporaries in other nations.&lt;br /&gt;
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For those nobles who do eventually become an officer, a spartan life of war and preparation for it awaits them. The officer corps know that not only their individual lords but the entire Hegemony has only them and their men to rely on as professional soldiers in the event of a conflict - as barely any training is ever afforded to levied soldiers. As a result they will often push themselves and their troops to the absolute limit of training, constantly developing and testing new tactics and strategies, while keeping their skills and condition finely honed. The end result is that Unathi officers, especially those of higher rank, are some of the most skilled commanders in the Spur - so long as they are kept to the field of battle they know.&lt;br /&gt;
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Officers pledged to a lord will often not start near the top of a regiment, instead starting as a Slhiri, or Troop-Leader, commanding the smallest units within their regiment. At this point the officer will probably be around sixteen years of age, and still undergoing heavy education in martial matters. These low-ranking officers are rarely viewed with the same respect as more experienced officers, but instead as arrogant, stubborn, and poor quality officers. Those who learn quickly may advance, slowly working their way up the chain of command to higher ranks - but many, now having been granted a command, do not, and remain poor quality officers at this lowest level. The result of this has seen regiments across the Hegemony have very talented high command, while those soldiers who actually take part in the fighting are frequently forced to suffer under the difficulties of incompetent officers.&lt;br /&gt;
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=== Men at Arms ===&lt;br /&gt;
Men at arms(also called Armsmen) are the professional soldiers of the Hegemony’s nobility, commanded by noble officers. Unlike the officer corps, armsmen are mostly peasantry, those Sinta who wanted to become professional soldiers instead of tilling the land for the remainder of their lives. However they live separate from the rest of the peasant population, isolated within castles or military bases when not deployed, and encouraged to remain so when they are. Men-at-arms are chosen in a variety of ways, from the local watchmen, notable levies on the field of battle, to applications and trials similar to boot-camps. Whichever way they are chosen though, to become a man-at-arms is to commit oneself to the Warrior’s Code, and live a life of war. Unlike other professional armies, there is no resignation as an armsman - it is a career position that one must serve in until they become too old, physically unable to fight any more, or perish on the field. However, for this life of service, they are owed a debt by their lord, not just in their standard wages, but a pension at the end of their service, whether that end comes from age or injury. This pension can sustain a Unathi in relatively comfortable conditions, not needing to be worked for, and is what all Armsmen dream of receiving one day. An armsman&#039;s pension is paid out to his clan should he die in the line of duty, which has led to many of the peasantry post-Contact War seeking to enlist in the hopes of helping their kin to survive.&lt;br /&gt;
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The most common way that men-at-arms are chosen is from the countless former levies who fought in the Contact War. Many of the surviving warriors who fought for the Hegemony wished to remain in military life, instead of returning to their homes - as many of them no longer had homes to return to. While some of these men formed the backbone of the newly formed Izweski Navy, many of them have remained in the Army, enlisting as permanent men-at-arms. So many of these men enlisted that the Hegemon created brand new regiments tasked with securing the various Wasteland outposts, as well as patrolling key bases and locations across Izweski space which are deemed vital enough for the Hegemon to take a direct hand in overseeing them. &lt;br /&gt;
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Divided up into regiments each focused on a different aspect of war, men-at-arms spend nearly every day until their retirement under the direct command of their officers and any subordinates he chooses to appoint to assist his command. Each regiment is equipped in a different way, determined by their specialization, local lord, and available equipment. For example, a heavy infantry regiment may be equipped with breacher suits, heavy autocannons, and only stand at five hundred men strong - whereas a standard infantry regiment may be equipped with basic body armor, laser rifles, and stand at five thousand men strong. This difference in equipment and specialization makes those who have served in a regiment unable to truly relate to others who served in a different regiment, regardless if they served under the same lord. Regiments will interact with one another regularly though, with training exercises being incredibly common not just only within a Lord’s territory, but with those loyal to a different Lord of the Hegemony.&lt;br /&gt;
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These training exercises are the most constant part of the daily life for an armsman, with them being scheduled regularly by lords and their Bannermen - all in order to constantly keep their men not only physically impressive but mentally talented in the arts of war. The intense energy put into this training has left the Hegemony&#039;s armsmen as some of the best trained troops within the Spur, having vast experience in many different types of combat and engagements. These training exercises normally see armsmen vastly overpowered by their imagined enemy, whoever it may be - allowing for far better training not only for the officer commanders, but for individual armsmen who become used to the feeling of needing to fight an enemy better than they are. The results of this training were demonstrated in 2465, when the Hegemon and Overlord Hutay’zai used their armsmen to pacify extensive rioting on Ouerea. The pacification was carried out with brutal efficiency over a perid of two days - and while it resulted in thousands of deaths, only ten of the combined Ouerean watchmen and Hegemonic armsmen were killed during the unrest. However, the Hegemony&#039;s standing army has never been tested against a foe beyond internal Hegemonic issues, remaining untested should war break out with another power.&lt;br /&gt;
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While almost every noble in the Hegemony has a force of men-at-arms, the Izweski clan hold by far the largest force of profesional warriors at their disposal. The Hegemony, founded on the principle of rule through strength, necessitates a large force under the direct command of the Hegemon or those implicitly loyal to him. The regiments of the Izweski Clan, either pledged to the Hegemon himself or Lord&#039;s Clas Mirazuz Izweski, number in the thousands, with their associated armsmen accounting for over a third of all armsmen within the Hegemony. This massive professional force has been the main deterrent of rebellion during Not’zars reign, keeping potential enemies at bay.&lt;br /&gt;
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== Battle Order ==&lt;br /&gt;
The equipment of the different regiments of armsmen is as varied as their background, and depends on so many factors it cannot be easily defined. For those armsmen serving poorer landed nobility, equipment is markedly poor quality, and in poor condition as most purchases are either pre-war equipment or imported human weaponry. For those serving wealthier nobles or the Izweski themselves, they are often equipped with top-of-the-line Unathi-manufactured weapons, armor, and equipment.&lt;br /&gt;
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=== Regiment Equipment and Type ===&lt;br /&gt;
==== Infantry Regiments ====&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|A Motorized Infantry Squad roles into a Wasteland Village.]]&lt;br /&gt;
Infantry regiments are the most diverse of the Hegemony&#039;s army, as nearly every lord of the nation has raised at least one. Their quality of equipment varies wildly, though for those pledged to wealthier lords or the Izweski themselves there is a general standard for equipment. The modern Hegemonic infantryman is usually equipped with a Hegemony-manufactured laser rifle, as well as a pistol and energy sword as sidearms. They do not have much in the way of conformity, instead simply using the colors of whichever lord they are pledged to, though they can be identified by their ceramic-metal composite body armor, also usually bearing the heraldry of their lord. Specialized troops within the regiment will also be equipped with extra gear, such as tripod-mounted weapons, medical supplies, or other specialized equipment.&lt;br /&gt;
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Beyond the standard form, there are many varieties of infantry regimens, each with their own set of specialized equipment. The main two specialized infantry regiments that can be found are Motorized and Mechanized, which use half-tracks and exosuits respectively. Spaceborne and Waterborne infantry regiments are rare, largely only deployed by the Izwewki themselves.&lt;br /&gt;
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Besides Spaceborne and Waterborne Infantry Regiments, which only the Izweski currently hold, Infantry regiments are limited to ground deployments - mostly on Moghes itself. They use the Izweski rail network to travel normally, though sometimes shuttles or aircraft are required for rapid deployment or travel or to Wasteland outposts. The Wasteland itself represents the largest deployment area for Infantry regiments, as the Hegemony is constantly fighting against its denizens and attempting to reclaim the more habitable areas of the border wastes. This fighting is normally on foot, with standard infantry regiments doing most of the work while the more specialized(and expensive) regiments are held back.&lt;br /&gt;
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==== Heavy Infantry Regiments ====&lt;br /&gt;
The most famous of Unathi warriors, heavy infantry regiments are composed of heavily armored infantry in the famed breacher hardsuits, armed with the heaviest weaponry available. It is a common view throughout the Hegemony that energy weaponry is best-suited for lightly equipped troops who cannot carry the amount of ammunition that someone in a hardsuit can. For this reason the standard heavy infantry armsmen are normally equipped with projectile weapons - heavy sluggers, railguns and light machine guns all being commonplace. However, for those armsmen who have proved their worth and been assigned to specializations, a far more extensive range of weaponry is available - with many being ordinarily crew-served weapons repurposed for heavy infantry use. These weapons include heavy autocannons, rocket pods, grenade launchers and anti-tank weaponry, and are common to see among specialized armsmen of heavy infantry regiments, usually modified for use by a single soldier.&lt;br /&gt;
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Despite the weight of their equipment and armor, heavy infantry regiments tend to be the most mobile of unmounted infantry, and remain more mobile than vehicles - able to climb or navigate rough terrain with the aid of their hardsuits. Breacher hardsuits used by most heavy infantry regiments are manufactured by Hephaestus Industries within the Hegemony, and the design for the suit as well as its specifications are a heavily guarded secret by both parties. Due in part to this, the suits are incredibly expensive on top of being highly advanced, making the equipping of a proper heavy infantry regiment an impossibility for all but the wealthiest lords. For this reason, those armsmen who have served in heavy infantry regiments are seen as the ultimate warriors of the Unathi, recieving great respect from both their fellow warriors and the general public. Yet despite their martial prowess, they are rarely deployed in the modern day due to the expense and training requirements of replacing a fallen heavy infantry armsman. Therefore, they are most often deployed in socially significant roles such as honor guards, or when excessive violence is needed to make a point against an enemy.&lt;br /&gt;
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To become one of these warriors is a difficult task, as their high status allows those Bannermen in command of heavy infantry regiments to take only the best recruits - acting as an elite force for the Hegemony. At this time, only Lords to have proper heavy infantry regiments within their forces are the Hegemon himself and the five Overlords of Moghes, as lesser nobility cannot afford the cost of their creation and maintenance. As a rule, these regiments recruit only those who are already serving as armsmen, usually after they have proved themselves in one way or another. Once selected, recruits are then put through a grueling set of  tests known as the Anvil Trials designed to break those who are disloyal or too weak to be given the power of joining the heavy infantry. Very little is known about these tests, as the regiments attempt to keep them secret, but it is known that a few soldiers have died attempting to pass. After the tests are passed, the recruits are then given their armor and weaponry, before being inducted into the regiment for a year of training and further tests, after which they will either pass and join the Regiment or fail and be returned to their previous position.&lt;br /&gt;
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==== Armored Regiments ====&lt;br /&gt;
Besides infantry regiments, armored regiments are the second most prolific form of regiment in the Hegemony, making use of tanks, warcarriers and other armored vehicles. Though they were deployed extensively on both sides of the Contact War, the armored regiments are largely overlooked in the modern day, with heavy armored vehicles seeing little use in the ongoing campaign to reclaim the Wasteland or in fighting the various insurgent groups that threaten the nation. Modern armored regiments tend to be deployed in supporting roles with infantry regiments, with their heavier vehicles largely going unused.&lt;br /&gt;
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However armored regiments still do have some specialized equipment, notably the Courser - a recently invented tank designed for mobile fire support. Its design was mainly driven by the weakened Izweski Navy, as well as fears that the Hegemony would lack an armored force of its own should they be forced to engage rival powers in ground combat. As such it comes equipped with high-end jamming equipment, and a plethora of guns ranging from a 100mm direct-fire cannon to four 15mm autocannons. It is lightly armored for a vehicle of its size, having traded protection for mobility.&lt;br /&gt;
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==== Artillery Regiments ====&lt;br /&gt;
Artillery regiments are considered a symbol of status and power among the Unathi nobility. Infantry regiments will often be complimented by some specialized members with simple mortar tubes or even proper artillery - but unless a Lord has a large force of men-at-arms or is constantly fighting at the borders of the wasteland, an entire regiment dedicated to artillery and artillery alone is rarely worth its cost. As they are used so infrequently, artillery regiments follow a standardized code of operations laid down by Yaret Akrezi, a bannerman who made famous use of artillery against the Traditionalist Coalition during the Contact War. The standard he set would go down as being ahead of its time in terms of military thinking, and be adopted universally among the Bannermen who came after him.&lt;br /&gt;
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The standard composition of an artillery regiment set by Yaret Akrezi reflects the time when it was made, being useful only for a regiment providing artillery support for a large army such as those fielded during the Contact War. In Akrezi’s eyes, an artillery regiment should be built around a core of twelve batteries, each boasting sixteen 165mm guns, the standard gun for Hegemonic artillery. These artillery pieces are usually vehicle-mounted for ease of rapid artillery support anywhere on the battlefield. Half of these batteries should then operate independently of each other, instead being attached to other regiment groups and their commanding Lords, providing fire support for them. The other half should be held in reserve, and be shuffled around to where large-scale combat is occurring, lending all their guns to support that effort, hopefully tipping the balance in favor of the Hegemony. Outside of these twelve core batteries, an artillery regiment should have a robust network of supply to keep guns fed with fresh ammunition, and a further four batteries made up of six self-propelled light artillery pieces each. These light artillery pieces, mostly 105mm guns, would be spread out among the army, with none allocated for the main point of fighting, instead acting on the wings with the flank troops. Doing so, in Akrezi’s eyes, would allow the big guns to support the biggest groups who were going to decide the course of the battle, while still not depriving the rest of the army of fire support. Lastly, that there should be two batteries of twenty self propelled artillery pieces each, being made up of what we would know as MLRS’s, or Multi-Launch-Rocket-Systems. Akrezi envisioned these final batteries to be the only part of the Regiment, outside of the logistics system, under the personal command of the Firemaster, the Bannerman who commands an artillery regiment. They would act as the overall commander’s personal artillery batteries, able to assist anywhere they wanted fire support given. In his writings, Yaret Akrezi vaguely referenced the possibility of also allowing MLRS’s to fire small tactical level fission bombs, but does not go into detail about it, or recommend it.&lt;br /&gt;
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In the end, Akrezi would get his wish. Following the conclusion of the Contact War and Akrezi&#039;s death, the Hegemony quickly realized their two biggest potential threats were the nations of Dominia and Elyra, both with larger navies than that of the Hegemony. Therefore, their tactics adapted accordingly, and Bannermen across the Hegemony began to ask what they needed to fight a war should they lose control of the planet’s orbit. Hephaestus Industries quickly picked up on this, and after acquiring weapon schematics believed to be from [[Zavodskoi Interstellar]](though it was never proven), began rolling out a line of self-propelled artillery, with the option of 165mm, 105mm, or MLRS weapons attached to the baseline chassis. The line was an instant hit, and Hephaestus found a market for their inventions as Bannermen across the Hegemony clamored to their lords to purchase them. Once done, those artillery regiments not already following Akrezi’s standards reformed to do so, and today the Hegemonic artillery regiments stand as the best organized aspect of their wider military. This standard of warfare is similar to the K&#039;lax Hive&#039;s use of artillery warforms, and many K&#039;laxan forces holding the feared Type BDE forms have been structured as artillery regements.&lt;br /&gt;
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[[File:IzweskiBlimp.png|thumb|A sketch of an Izweski Sky Behemoth, the first aircraft used in war by Unathi.]]&lt;br /&gt;
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==== Air Regiments ====&lt;br /&gt;
Air regiments are even rarer than artillery regiments, with the cost of maintaining a fleet of aircraft and training pilots being prohibitive for all but the wealthiest of lords. During the Contact War, air regiments on both sides were tasked with dropping nuclear bombs, as well as intercepting enemy bombers attempting the same. After the War&#039;s end and the total nuclear disarmament of the Hegemony, most existing air regiments were restructured entirely from scratch, equipped with newly-manufactured vessels and weaponry purchased largely from Hephaestus Industries to repurpose them for the potential of interstellar war. The modern air regiment is largely prepared for defensive warfare, with most of its aircraft being designed for the potential of enemy spacecraft assaulting an Unathi world directly.&lt;br /&gt;
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There are three main aircraft used by modern air regiments, all manufactured by Hephaestus Industries. The first is the Gryphon-120, a space/orbital control fighter-bomber designed to enforce superiority within a planet&#039;s orbit. It has dual capabilities, being able to engage not only enemy fighters but smaller enemy ships with an incredibly large payload. Currently they are stationed in heavily camouflaged low-Moghes orbital stations for use as harassers against an enemy force. Currently, they are largely used by Lord-Admiral Yizarus in attempts to combat smuggling - though so far to little success. Second are the Gryphon-118s, another space-capable aircraft designed for air support to ground units. These are largely used for scouting and reconnaissance in the Wasteland, with most stationed at Camp Integrity - though several have been stationed at military bases on Ouerea to prepare for the possibility of a second revolution. The final aircraft of the Hegemony is the Irontooth-135, an incredibly large space-capable aircraft designed for bombardment on a planetary scale. These vessels are few in number and largely attached to the Navy in the modern day.&lt;br /&gt;
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==== Support Regiments ====&lt;br /&gt;
Support regiments are the most varied type of regiment, and are usually only found under the command of lords with large armies. In most Hegemonic forces, the duties of a support regiment will largely be divided among other regiments - with only the largest forces requiring enough dedicated support personnel to form an entire regiment.&lt;br /&gt;
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Support regiments provide a diverse range of support to front-line combat regiments. They provide an immensely varied range of support - from logistics to reconnaissance to repair and resupply. These regiments are incredibly rare, being found only pledged to Overlords and the Hegemon, who are the only ones who hold a large enough army to require dedicated units to support it. During peace-time, these regiments remain active to train with their compatriots - though most of them are unlikely to see combat.&lt;br /&gt;
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=== Ranks ===&lt;br /&gt;
&#039;&#039;&#039;Auxiliary&#039;&#039;&#039;(Sinta’unathi: Rekeha): This rank is largely unused in times of peace, referring to the reserves of a nobleman’s levy called upon in times of war. Auxiliaries are required to spend at least one day of the week training with weapons, and are paid a small stipend from their lord for their readiness to fight. These men make up the bulk of a lord’s standing army - below the professional full-time soldiers, but above the largely poorly trained peasantry who may be called to battle. &lt;br /&gt;
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&#039;&#039;&#039;Man-at-arms&#039;&#039;&#039;(Sinta’unathi: Rezasl): These men make up the core of any standing army - full-time professional soldiers of whatever lord they may serve. They are usually used to supplement law enforcement, protect their noble clan, and ensure the safety of a region against threats too great for local city watchmen to handle.&lt;br /&gt;
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&#039;&#039;&#039;Specialist&#039;&#039;&#039;(Sinta’unathi: Ozas): An in-between rank, applied to warriors with skills outside of combat that are of use on the battlefield. This rank is frequently used for medics, engineers, technicians and any others, an odd mixture of any and all specialists within a lord’s military force. This rank is one of the rare positions where women have historically been permitted to serve, with healers often finding positions at this rank within times of war.&lt;br /&gt;
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&#039;&#039;&#039;Standard-bearer&#039;&#039;&#039;(Sinta’unathi: Kiruki): These warriors are the equivalent to non-commissioned officers, with each kiruki being responsible for leading an individual squadron of soldiers on the battlefield. For many peasants, this is one of the highest stations that they can reach in life. A kiruki is responsible for the wellbeing and discipline of their men, and will usually be the first to be blamed for a disaster.&lt;br /&gt;
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&#039;&#039;&#039;Troop-leader&#039;&#039;&#039;(Sinta’unathi: Slhiri): These warriors are the lowest rank of a Regiment’s officer corps, with each one traditionally commanding the smallest units of whichever regiment they are a part of. These officers are usually nobles, often young and untested, and they have a reputation for being arrogant and stubborn among the enlisted men.&lt;br /&gt;
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&#039;&#039;&#039;Battle-leader&#039;&#039;&#039;(Sinta’unathi: Uezsla): These officers command a number of units, overseeing the Slhiri and reporting to their own commander, the Seiirak. Unlike Slhiri they do not command any fighting units of their own, instead leading a specialized command squad which helps them run the affairs of their portion of the regiment. These officers to date have all been nobility. The number of Uezsla depends on the type and size of a regiment, but there will usually be around five Uezsla in an average regiment.&lt;br /&gt;
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&#039;&#039;&#039;Bannerman&#039;&#039;&#039;(Sinta’unathi: Seiirak): The commander of a single regiment of armsmen, appointed by their liege lord. In addition to commanding the regiment as a whole, they traditionally have a personal unit known as their banner - which often acts as an honor guard, protective detail, or elite force for their commander. Bannermen may sometimes command the regiment directly, but normally work through the chain of command to their Uezsla to ensure their orders are carried out.&lt;br /&gt;
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&#039;&#039;&#039;Master-at-arms&#039;&#039;&#039;(Sinta’unathi: Ozur’saa): These men directly lead the private retinue of a clan, and will serve as the highest authority for an individual landed noble’s forces. They are normally selected from amongst the Bannerman, and act as the professional military adviser of the Lord. Should the landed lord control a small amount of land, or otherwise not required to engage in significant politicking, the Ozur&#039;saa will also often be the Lord’s Claws, holding a seat on his council. However, for those Lords who rule over large sections of the Hegemony, or have powerful vassals to appease, they will often choose a more advantageous Lord&#039;s Claws. In this case, the Ozur’saa remains the Lord’s professional military adviser, but cannot sit on council meetings and often has to accede to the thoughts of the Lord’s Claws, whatever he may think of them.&lt;br /&gt;
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=== Deployment ===&lt;br /&gt;
Nominally, all these forces fall under the Hegemon during times of war, their lords required to answer calls to fight at his side. Therefore, in addition to the peasants taken as levies, the Hegemon may also take the regiments of his lords to war, though he cannot directly command them. Bannermen, who command the individual regiments, will only answer to their lord or his Master-at-Arms, none other, including the Hegemon. Therefore, when the Hegemonic army is fully assembled, communication is the biggest issue it encounters.&lt;br /&gt;
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==== Military Operations ====&lt;br /&gt;
Under the current law, the Hegemonic Army can be divided up into distinct forces - the armies under the command of Overlords. Each Overlord leads an army composed of the levies and armsmen of their own territory, and those of their vassals, who in turn call on the forces of their own vassals. Each portion of this army only responds to the lord who raised them, so commands must go from Overlords to lords, then to the officers of a regiment, instead of professional military commanders. This means that communication from the top of the chain of command to the bottom is incredibly slow and disjointed, as each noble lord commands a different number, variety, and quality of men than the next.&lt;br /&gt;
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Due to these issues, the Hegemon and his Overlords tend to avoid calling their vassals&#039; armsmen to war unless absolutely necessary, instead choosing to rely on their own personal forces. Should they be needed, however, a legal loophole allows a lord to simply request a vassal lend them the use of their armsmen. This allows for armsmen to be placed under the command of the liege lord directly, circumventing the communication issues that the normal means of raising troops causes. Should the Hegemony&#039;s army ever be mobilized for war again, this is likely how it will be called.&lt;br /&gt;
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== The Modern Day ==&lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory, showing it&#039;s precarious position between two rival powers.]]&lt;br /&gt;
Contemporarily, there is one thought above all else that flashes through every high officer of the Hegemony - the possibility of alien invasion. This concern has become the dominant driver of the nation&#039;s military planning - as tensions grow between Dominia and Elyra the possibility of the Hegemony being invaded as part of a war between the two begins to look more and more likely. The dominant desire of the Hegemony&#039;s military is to prepare for the potential of invasion, or of being dragged into a war between their major rivals.&lt;br /&gt;
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The Hegemony as it stands is largely unprepared for ground combat, despite its troops&#039; general competence. Elyra and Dominia both have larger armies and navies, and are more experienced in the realities of interstellar combat. Though the Izweski Navy&#039;s concentration in Uueoa-Esa is an effective deterrent, the outer colonies would likely be incapable of mounting effective resistance. As such, the Hegemony&#039;s defensive strategy relies primarily on mutual deterrence - on inflicting as much damage as possible on an invading force. Should Dominia or Elyra seek to seize the Hegemony&#039;s starways to assault their rival, they would likely triumph - but at such a great cost that they would surely be defeated by their rivals seeking to take advantage. Though this deterrent has been effective so far, the Hegemony&#039;s military commanders are uneasy with it, and are desperately pursuing means of restoring and expanding the Navy&#039;s power.&lt;br /&gt;
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= Unathi Martial Tradition =&lt;br /&gt;
The Unathi as a species are widely perceived to be steeped in violence, honor, and war. Regardless of the truth of this stereotype, Unathi warriors have a long martial tradition - particularly those who have fought for the Izweski Hegemony. The first part of the culture of war is the [https://wiki.aurorastation.org/index.php?title=Unathi_Honor#Honor_for_the_Warrior Warrior’s Code], a code of honor that is applicable to all warriors - marking those who disregard it as shameful and dishonorable. However, the Warrior&#039;s Code is one which applies to all Unathi warriors, regardless of their origin - and the traditions and culture of the modern day have been, like almost every aspect of Unathi society, shaped in the devastation of the Contact War.&lt;br /&gt;
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== The Contact War ==&lt;br /&gt;
Contemporary martial culture within the Hegemony is largely the product of the [[Contact War]]. The war which destroyed so much of Moghes also destroyed much of the martial culture that came before it, while nuclear fire provided the heat to forge the culture of those soldiers who fought it into something new. After the war ended, it became apparent that during the decades it raged, it had changed not only the men who fought but how Unathi, warriors and civilians alike, viewed war as a whole. &lt;br /&gt;
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Before the Contact War, wars were seen as fleeting, short-spanning conflicts that rarely lasted more than a handful of years. As in any war, civilians were hurt as troops marched through lands taking whatever they pleased from the local population, but most wars since the War of the Honored Alliance were small-scale affairs. Surrendering, while shameful, was seen as a realistic option, and who won or who lost was not of great significance to an individual soldier. The Contact War changed everything. No longer was war limited, it was all-encompassing, the entirety of Moghes consumed by violence - and defeat would mean annihilation. Civilian and refugee casualties became more and more common as the untouched regions reached their capacity. Prisoners were no longer taken, surrender no longer contemplated - the war could only end in victory or death. As the war dragged on, the brutality continued - not even out of necessity, simply because those fighting in it had forgotten how to stop. In short, the Contact War was a traumatic event for the species - one which almost entirely eradicated the martial culture that had stood for centuries prior. For the soldiers who fought through the war, this shockwave hit the hardest. Their culture completely changed, as men who had seen too much returned home - or had no homes to go back to - were unable to readjust to civilian life. Many joined a piece of the Hegemonic army or the Hegemonic navy, while others became mercenaries or simply fell into despondency in the slums of major cities.&lt;br /&gt;
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== Contemporary Culture ==&lt;br /&gt;
Forged by the events of the Contact War, the contemporary culture of Unathi warriors is one of duty, sacrifice, and totality. The trauma of the Contact War has forged a new mindset among the warriors who fought it - one in which victory is worth any price. Duty is the strongest part of contemporary warrior culture, an unwavering focus placed upon it. Any warrior, whatever their station, must do all they can to fulfill their duty, even if it is the smallest of tasks, for without duty a warrior is nothing. This sense of duty is all-encompassing, with a warrior&#039;s sole cause being to achieve victory no matter the cost.&lt;br /&gt;
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The idea of dying for one&#039;s duty ties in with sacrifice. It is a new idea that all warriors must be prepared to sacrifice everything on the altar of victory, not only their own lives, but their honor, family, love, and even souls. The soldiers of the Contact War fought with everything they had, giving it all for the hope of a victory that would see their nation victorious, and their sacrifice is the most remembered of Unathi society today. Atrocities were committed during the Contact War, and with such frequency that soon minds became numb to the horror, people broke, and for those who managed to escape death, their sacrifice continued by living on having experienced, and partaken in the horrors of war. For victory, one must be ready to sacrifice everything.&lt;br /&gt;
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This contemporary culture has been analyzed by human psychologists, and they find it nearly matches the symptoms of a person in a severe depression; never working to improve, just going about their tasks because they have forgotten how to do otherwise, and suffering all the while. It is theorized by psychologists across the spur that the events of the Contact War were so traumatic not just to a few, but to an entire species that it left a permanent scar on their psyche, one that manifests itself as a severe depression within culture. The exact reasons behind the development of these cultures, and these feelings within the Unathi as a species may never be known, but it is clear that the Contact Warr played a part, and most likely left its trauma with no regard for who it parted it to.&lt;br /&gt;
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= The Kataphract Guild (Saa’Izweski) =&lt;br /&gt;
An ancient order, the knights of the Kataphract Guild have long enjoyed a storied place in Unathi history, as defenders of the helpless and a scourge upon the wicked and dishonorable. While their historical role was more complicated at the best of times, ranging over their history from strict adherents of the Warrior’s Code to little better than mercenaries, the popular perception of the ancient knights remained as one of bold, honorable and fierce warriors. During the rise of the Sarakus Hegemony, the Kataphracts were viciously crushed by the first Hegemon Sarakus, and their order would not be revived for centuries, until Not’zar Izweski restored them in 2459. The new Kataphracts are a fusion of the best ideas of the ancient order and the practical realities of modern Unathi - they are sworn to follow the Hegemon and the Warrior’s Code equally, and act as an elite military force to bolster the Hegemon’s personal strength when necessary.&lt;br /&gt;
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When not necessary, they travel the Spur, largely using repurposed naval vessels, seeking honorable causes to fight for, as well as lending their services as mercenaries to many across the stars. Kataphracts have been found in many military conflicts across the Spur, with the largest of these being the S’rand’marr Coalition, where many Kataphract knights fought for the [[People&#039;s Republic of Adhomai|People’s Republic of Adhomai]] in the Second Revolution. This fighting is done partially to maintain themselves, as the Kataphracts are only paid by the Hegemony in times of war - and to increase their skills as warriors. Kataphract knights are known as Saa’Izweski, or simply Saa for the sake of brevity.&lt;br /&gt;
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Kataphracts generally prefer to fight in melee, though they do tend to carry energy pistols and the occasional slugger. Their traditions of combat are viewed as antiquated by some - however, underestimating a Kataphract is a fool’s mistake. They are some of the most highly-trained and well-equipped warriors that the Unathi species has to offer, and have overcome seemingly insurmountable odds time after time. &lt;br /&gt;
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== Ranks ==&lt;br /&gt;
The ranking of the Kataphracts is far simpler than that of most militaries, resembling that of a guild more than an army. &lt;br /&gt;
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Kataphract-Hopeful(Zo’saa): The Zo’saa are the bulk of the order’s fighting force, made up of those who wish to earn the right to call themselves Kataphracts. Their lives are hard and regimented even by military standards, training at all times of the day and night in whatever conditions they may find, from battles as mercenaries across the Spur to surviving the harsh sands of the Moghresian Wasteland. Several K’lax warriors have also become Kataphract-Hopefuls, and though their understanding of the Warrior’s Code is often poor compared to their Unathi counterparts, they have proved a fearsome addition to the order’s forces.&lt;br /&gt;
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Kataphract Knight(Saa): These are the warriors of the Kataphract Guild, who have earned the right to call themselves knights. They range in age, experience and skill, but all of them have completed the gruelling trials of a Kataphract-Hopeful and sworn their oath before whatever faith they may follow - to uphold the Warrior’s Code, to obey and defend the Hegemon and his people, and to protect the innocent against cruelty and dishonour wherever it may be found. &lt;br /&gt;
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Kataphract Knight-Captain: These are the more seasoned commanders of the Kataphracts, usually found in command of a vessel or a large group of knights and hopefuls alike. When multiple Knight-Captains come together in a particularly large operation, they will often elect one from among them temporarily to serve as the commander of the force.&lt;br /&gt;
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High Kataphract: The leaders of the Kataphract Order, the council of High Kataphracts are the highest authority for the guild in its entirety. They are few in number, and seasoned warriors one and all, answerable only to the Hegemon. When the order in its entirety is called to war, they are responsible for summoning the knights from wherever they may be, across the Spur, and for deploying them as the Hegemon wishes.&lt;br /&gt;
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= The Navy =&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is used as the Naval Ensign for the Izweski Navy.]]&lt;br /&gt;
The Navy is a true professional force, and the bulk of the Izweski’s armed forces. Currently, the Navy has three active fleets, with many of their larger ships currently mothballed in Uueoa-Esa due to lack of phoron supplies. Fleets are commanded by Lord-Admirals, and deployed across Hegemony-controlled space. The Navy’s lower ranks are structured similarly to those of traditional Unathi armies, with men-at-arms making up the bulk of a naval vessel’s enlisted crew. For officers, however, the structure of the Navy is based largely on human interstellar navies, with captains commanding individual ships and commanders acting as their second-in-command.&lt;br /&gt;
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The Izweski Navy is a relatively young organization - but that does not mean it is an untested one, as myriad clashes against the pirates of the Badlands and Sparring Sea have let the Navy cut their teeth in battle. While they have yet to face a true interstellar conflict, the warriors of the Izweski Navy are disciplined, experienced and well-trained - though only time will tell whether or not that will be enough.&lt;br /&gt;
Due to the phoron scarcity, the Izweski Navy is greatly weakened - with the vast majority of its ships relying on bluespace travel. In order to conserve valuable phoron resources, all ships larger than destroyers are currently on standby in the Uueoa-Esa system - leaving the outlying colonies of the Hegemony open to attack.&lt;br /&gt;
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The arrival of the K’lax Hive in Uueoa-Esa has been a great boon to the Izweski Navy - with the plentiful labor and advanced technology of the Vaurcae helping greatly in both the construction and crewing of the Navy’s vessels. The Queen Vedhra has been particularly invested in the Izweski Navy - believing that the K’lax must be capable of interstellar warfare for the inevitable return of the Lii’dra Hive to the Orion Spur.&lt;br /&gt;
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== Naval Fleets ==&lt;br /&gt;
The Izweski Navy is divided into four fleets, with three currently being active. &lt;br /&gt;
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The First Fleet is commanded by [https://wiki.aurorastation.org/index.php?title=Notable_Unathi#Lord_Admiral_Trazial_Yizarus%2C_Izharshan%27s_Bane Lord-Admiral Trazarial Yizarus], known as “Izharshan’s Bane” due to his victories against the pirates of Izharshan’s Raiders. He is one of the most experienced military commanders in the Hegemony, a decorated war hero, and a fierce supporter of Not’zar Izweski, having stood by the Hegemon’s side since before his ascent to the throne. The First Fleet’s flagship is the famed &#039;&#039;&#039;HMV Cataclysm&#039;&#039;&#039;, the first of the Hegemony’s dreadnoughts. Currently, the First Fleet is tasked with protecting Moghes.&lt;br /&gt;
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The Second Fleet is commanded by &#039;&#039;&#039;Lord-Admiral Oyuti Gour&#039;za&#039;&#039;&#039; - the first commoner to ever be appointed to such a prestigious position. Gour’za is known to be an aggressive, ambitious and highly intelligent commander, known to be extremely restrained and focused on his work - knowing full well that the slightest slip-up will be used by the nobility to call for his removal from his position. The flagship of the Second Fleet is the &#039;&#039;&#039;HMV Catastrophe&#039;&#039;&#039;, a Cataclysm-class dreadnought. The Second Fleet is currently tasked with the defense of Ouerea.&lt;br /&gt;
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The Third Fleet is commanded by &#039;&#039;&#039;Lord-Admiral Za’Akaix’Xitac K’lax&#039;&#039;&#039;, a Vaurca Warrior of the Queen Vedhra’s brood and a brilliant tactical mind. Though young, they have rapidly earned the respect of the Sinta serving under them - and while their strategies may be considered unorthodox, none can deny their effectiveness. Armsmen of the Third have given themselves the nickname of the ‘Xsain Fleet’, in reference both to the Vaurca commanding them and the seemingly incomprehensible nature of Xitac’s tactics. The Third Fleet is commanded from the &#039;&#039;&#039;HMV Annihilation&#039;&#039;&#039; - the third Cataclysm-class dreadnought, which is currently positioned in orbit of Tret. Currently, the Third Fleet is inactive, with its ships having been shuffled around to bolster the Navy’s other fleets.&lt;br /&gt;
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The Fourth Fleet is a recently established one - while it was planned for, the phoron crisis caused rapid adjustments, with nearly every ship still capable of affordable interstellar travel being assigned there. It is under the command of Lord-Admiral Xitac, and it is responsible for protecting the Hegemony’s colonies outside of Uueoa-Esa - no small task, especially given that the fleet solely consists of Brawler and Foundation-class vessels. While it serves for scaring pirates and marauders away from Hegemonic colonies, no one is under the delusion that the Fourth Fleet would be capable of facing a rival nation’s navy on equal measure.&lt;br /&gt;
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== Naval Personnel and Equipment ==&lt;br /&gt;
=== Personnel ===&lt;br /&gt;
The navy, much like the ground forces of the Hegemony, is broken up into two distinct personnel categories. The officer corps, composed of mainly nobility and some K’lax Warriors; and the enlisted, which is an odd collection of Unathi Peasantry, K’laxan Vaurcae, and even some lesser nobility who were unable to become officers immediately. They use the same ranking system as the Hegemonic ground forces, with key differences in the officer ranks - based instead on human interstellar navies, with officers given far more power over their assigned ships. The biggest difference of naval officers though is their position as a standing force of the Hegemon. Instead of being loyal to vassals or other Lords of the Hegemony, naval officers swear fealty directly to Not’zar, making the navy his and his alone, granting the Izweski total control of the star lanes. This is not the case for enlisted crew, who instead swear fealty to the officers(lords) of their ships, swearing new oaths every time they are transferred from one ship to another, or a ship command is changed. It is this that allows Hegemonic naval officers to take the title of Lord-Rank, instead of a simple rank, such as Lord-Admiral Trazial Yizarus, the most famous Unathi naval commander. [[File:Izharshan.png|thumb|right|A refitted ship going through space. Ships like these were what made up the vast majority of the original Izweski Navy.]]&lt;br /&gt;
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However, having enlisted crew swear allegiance to their officers instead of the Hegemon directly has been met with criticism by some, most notably Mirazuz Izweski himself, and not without reason. When Hegemon S’kresti fell into a coma in 2458, a succession crisis erupted within the Hegemony between Not’zar, Skresti’s eldest son, and Lord S’linzar Ickza, S’kresti’s son-in-law, over who should be given the title of Lord Regent. Half the fleet officers defected from the Izweski Clan under the command of Lord-Admiral Azikyui Yizarus, Trazial’s younger brother - and the enlisted men, bound by oaths to their officers, went along with them. While the crisis was averted, and Not’zar eventually placed as Lord-Regent of the Hegemony, it illustrated the potential issue of disloyal officers, particularly those who were from the original pirate fleet assembled by S’kresti. Not’zar would respond to this by initiating a fleet-wide purge of officers under the direction of Lord-Admiral Trazial Yizarus - who had sided with the Lord-Regent during the crisis - in order to turn the naval officer corps into not only a professional force, but one that was loyal to the Izweski alone. This purge laid the foundation of the modern officer corps known today, with sweeping reforms that for the first time opened education centers similar to officer-candidate-schools, where potential officers would be taught the fine points of space warfare, while also heavily indoctrinated with engrained senses of loyalty to the Izweski. Yizarus would use his powers as director of the purge to install many of his clan within the reformed officer corps, resulting in clan Yizarus making up a vast majority of the navy&#039;s higher ranking members. With the arrival of the K’lax, Not’zar saw an opportunity to expand these schools as well as the navy itself, and began inducting K’lax as not only instructors, but officers for his new fleet. Today, the officer corps of the Hegemonic navy is composed of military professionals, who despite using outdated tactics, are loyal and eager to serve their Hegemon and his clan, but who will also never forget the betrayal of half the fleet during the succession crisis.&lt;br /&gt;
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For the enlisted however, the story is different. Little has changed for them since the Hegemonic Navy was first formed, and they toil under their officers the same way they always have. Ships have become more modern and training generally become higher quality, but for many advanced tasks, officers are still relied upon. For many of the enlisted ranks, they are keenly aware that despite having reached a pinnacle of what may be their military careers, and trained beyond what even some armsmen undergo, they are still lessers of their officers, who view the enlisted as little more than rabble whose help is needed to run the ship in combat. The enlisted members of the navy are trained to do their tasks in rote order, doing one thing after the other day in and day out, rather than truly thinking for themselves. Onboard a Hegemonic vessel, whenever serious repairs are undertaken or things outside of what enlisted would consider their daily tasks done, it is common to see officers holding the tools, or completing the task; though sometimes, a particularly trusted enlisted man might be given a rank similar to standard-bearer, plus some extra training, and work in an officers stead. This lack of intensive training for the enlisted of the navy is born out of a mistrust by the nobility of the Hegemony, who Not’zar was forced to yield to. The biggest concern for any noble is that a peasant uprising would be able to occur aboard one of the vessels of the Hegemonic Navy, and that the peasants, once in control, would be able to effectively operate the vessel. Therefore, outside of the countless minor tasks needed to keep a starship functioning, the training of larger operations, such as firing the weaponry, piloting, and so forth, is entrusted only to the majority noble officer corps.&lt;br /&gt;
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It is debatable what effect this has had on the effectiveness of the Hegemonic Navy. One could argue it has no effect at all, but that would only be because the Navy’s tactics are so outdated that their baseline effectiveness is too low for this type of stringent difference in training to have an effect. What is more important is the effect that this has on the Navy’s morale. While officers generally live in good conditions, well compensated for their service with a high degree of freedom, the enlisted ranks find themselves curtailed, poorly-compensated, and looked down upon by their officers. Morale within the enlisted ranks is therefore incredibly poor, with consequences for the Hegemonic Navy. Under Not’zar’s reforms post-succession crisis, he believed that the enlisted ranks could be filled out on a volunteer basis - a man would volunteer for a set term, before either re-enlisting or being discharged to pursue other goals. Due to poor morale, re-enlistment rates within the navy are incredibly low, near twenty percent for non-Vaurca, resulting in what many call a “revolving door scenario” where men simply move through the navy instead of remaining in it. These men mostly look beyond Moghes to the rest of the stars for future work, using their limited experience with the Hegemonic Navy to secure positions with human megacorporations throughout the rest of civilized space. So far, there has been no attempt to reform the navy to deal with this problem, as the Hegemony has been dealing with more pressing matters. Mizaruz Izweski has begun to make noises about it, calling it a shame, and pushing the Hegemony - most notably the Yizarus clan - to begin reforming the navy so that it may better treat its enlisted members, and thereby hold onto them for longer.&lt;br /&gt;
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As the Navy and the Kataphract Guild have served similar roles - acting as forces directly answerable to the Hegemony - it is perhaps natural that a rivalry has developed between the two groups. Some among the Navy’s personnel tend to, though with respect for their prowess in combat, view the Kataphracts as arrogant - seeing their adherence to ancient tradition as nothing more than a way to make themselves seem more grand, and their mercenary work across the wider Spur as a dereliction of duty. The worst views of the Kataphracts among the navy see the wandering knights as treating their service to the Hegemon as an inconvenient fact rather than a duty, and wasting the resources given them by the Izweski on wandering about the Spur going on adventures. &lt;br /&gt;
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The Kataphracts, meanwhile, have a similar opinion of the Navy - believing that, though they provide a necessary service, they are not true warriors, only experiencing combat from across the vastness of space - and that their insistence on looking down on those who serve the Hegemon elsewhere dishonors them. Though the two groups have often cooperated in military actions, there is a general spirit of competition and one-upping between Kataphracts and Naval forces when this does occur - with the Kataphract-Hopefuls tending to become far more invested in the rivalry than their superiors.&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;
Ranks of the Izweski Navy&lt;br /&gt;
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&#039;&#039;&#039;Naval Auxiliary&#039;&#039;&#039; (Sinta’unathi: Zurekeha): As the navy is a fully professional army, there are no such things as levies. Thus, despite similar names, Naval Auxiliaries do not work exactly like their planetary counterparts. Naval Auxiliaries are, for all intent and purposes, a new recuit still learning about life on a ship. These can fill many roles so long as they are supervised by other crewmembers, when they are not taking care of chores across the ship. Auxiliary are paid a pittance, but thankfully rarely stay at this rank for long, as it generally takes just a month or two for them to reach the rank of Shipman.&lt;br /&gt;
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&#039;&#039;&#039;Shipman&#039;&#039;&#039; (Sinta’unathi: Zunha): The backbone of the Izweski Navy, the Shipmen can tend to anything across a ship, from security to cooking, from logistics to gunnery, boarding and EVA combat to engineering. Shipmens are never seen operating on their own, unless something went truly wrong, and are instead under the constant of authority of another superior, no matter their situation or role.&lt;br /&gt;
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&#039;&#039;&#039;Naval Specialist&#039;&#039;&#039; (Sinta’unathi: Zuozas): Much like with their planteray counterparts, this is an in-between rank, applied to shipmen with skills outside of combat that are of use on the battlefield. This rank is frequently used for medics, engineers, technicians, chaplains and any others, an odd mixture of any and all specialists within a lord’s military force. Though the Navy happens to have a little more women in its ranks than in the plantary force, the rank of specialist is still the place where they are more often seen.&lt;br /&gt;
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&#039;&#039;&#039;Flagbearer&#039;&#039;&#039; (Sinta’unathi: Zuruki): As the name suggests, the Flagbearers work much like their planteray counterparts as well. They are tasked with leading entire teams as well as taking responsabilities for them, and these teams might fill any role, they could be compared to the department command members of the Horizon in that sense. Flagbearers can also rarely be seen commanding ships, generally small shuttle-sized crafts to lead a fireteam, for instance.&lt;br /&gt;
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&#039;&#039;&#039;Shipmaster&#039;&#039;&#039; (Sinta’unathi: Karzuo): The lowest ranks for officers, the Shipmasters, as the name implies, get to command their own ships. Said ships, however, are generally smaller or otherwise less important crafts: Foundation-class Corvettes, ships relagated to lone patrol missions, support and logistics crafts, and so on.&lt;br /&gt;
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&#039;&#039;&#039;Squadronmaster&#039;&#039;&#039; (Sinta’unathi: Uzwezuo): Squadronmasters get to command their own ships as well, though these are very often much more important. Brawlers, Bulwarks, and the occasional support ship if its mission is truly important. As their name suggest, though, their authority extend beyond their own ships. The vessels Squadronmasters lead are rarely alone, and have their own small fleet, a squadron, around them, with strike and escort crafts that are all under their authority.&lt;br /&gt;
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&#039;&#039;&#039;Admiral&#039;&#039;&#039; (Sinta’unathi: Zura’saa): Traditionally called Fleetmasters in the old Moghesian Navy, the Admirals earned their new name as the first modern fleets of the Izweski Navy were formed to differentiate them from their planetary counterpart. The Admirals are tasked with leading an entire fleet, as well as the flag-ship they command from. In practice there are currentlyonly four Admirals, one for each fleet. Beyond being military leaders, Admirals also have some political sway, and are often called to provide advice to the Hegemon itself, [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=170235 for instance when Hegemon Not&#039;zar Izweski gathered the Admirals to discuss about how implicated loyal pirates should be in their service].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vessels and Equipment ===&lt;br /&gt;
When it was first formed at the order of Hegemon S’kresti, the Izweski Navy was a ramshackle collection of vessels - stolen and retrofitted civilian freighters and shuttles, with crudely-mounted weapons - capable of defending against pirates, perhaps, but not of facing any greater threat. Though the Navy was able to threaten the forces of the [[Sol Alliance]] and [[Nralakk Federation]] into withdrawing from Ouerea, no one among the Izweski was under any delusion that if the alien powers had chosen to remain on the planet, the fledgling Navy would have stood a shadow of a chance. &lt;br /&gt;
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Since then, however, enormous strides have been made. The Izweski Navy has vessels of its own, and well-equipped and professional troops aboard them. This is in large part thanks to two factors - the investment of Hephaestus Industries, and the arrival of the K’lax Hive in Uueoa-Esa. Though a Hegemonic shipbuilding guild did exist briefly in the form of Hegeranzi Starworks, it was unable to live up to the Hegemon’s expectations, and was soon absorbed by Hephaestus. With the aid of Hephaestus’s wealth and experience in the field, the earliest versions of Izweski-designed ships began to be produced - which was only amplified by the arrival of the K’lax. Though the Vaurcae had little experience with spaceflight, they had access to technology far beyond the wildest dreams of the Unathi, and their ability for mass industrial work was invaluable. Through working with K’laxan and Hephaestus scientists and engineers, the Izweski Hegemony has begun to produce five main ship classes, as well as various associated shuttles, fighters and gunships - a comprehensive list of which can be found [[Unathi Spaceflight|here]].&lt;br /&gt;
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Many of the Izweski Navy’s military vessels are equipped with weapons produced by human manufacturers - with Kumar Arms rotary guns often being seen on the smaller corvettes and fighters of the Navy. However, their engineers have made great strides in weapon design, and much of the Navy’s modern-day equipment is now Izweski-designed, Izweski-produced and Izweski-wielded. &lt;br /&gt;
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The &#039;&#039;&#039;Hegemony Model I ‘Bruiser’&#039;&#039;&#039; was the first spaceship-mounted weapon to be designed by Izweski engineers - a simple enough design for a heavy ballistic cannon. The Bruiser is also notable for the light weight of its ammunition, allowing an Unathi to carry a shell without need of mechanical assistance - minimizing the expensive equipment that a vessel might require to fight. The Model I Bruiser was inaccurate, slow to fire and prone to overheating, leading to the design of the commonly-used Hegemony Model II ‘Bruiser’, largely seen on the corvettes and destroyers of the Izweski Navy. The Model II is faster, more accurate and capable of firing at much higher velocities, enabling the smaller ships of the Navy to punch above their weight class in battle. &lt;br /&gt;
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The &#039;&#039;&#039;Hegemony Model III ‘Fury’&#039;&#039;&#039; is the main armament of Brawler-class destroyers - a heavy mass driver weapon designed by some of the brightest minds of the K’lax. Firing enormous magnetic slugs, the Fury is capable of tearing lightly-armored vessels such as those often flown by pirates to shreds. Each of the Hegemony’s Cataclysm-class vessels is equipped with a full battery of these guns, and the theoretical design of the Hammer-class would also rely on these as its primary weapon.&lt;br /&gt;
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The &#039;&#039;&#039;Hegemony Model IV ‘Aperture’&#039;&#039;&#039; is only an armament in name, equipped on most small vessels such as Brawler and Foundation-class vessels, and is essentially a battery of cannons designed to fire boarding pods containing heavily armored Unathi or K’lax warriors into enemy vessels, where they will wreak havoc. The Aperture is the result of Unathi ground forces being much better equipped compared to the navy, and their powerful hardsuits often providing a notable advantage even in space battles. It is usually equipped on smaller, fast-moving vessels as according to Izweski battle doctrine, these vessels should close the engagement distance with an enemy fleet with capital ships providing fire support from a stand-off distance.&lt;br /&gt;
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The &#039;&#039;&#039;Hegemony Model V ‘Sk’akh’s Spear’&#039;&#039;&#039; is the first energy weapon designed by the Izweski Navy - a heavy laser cannon, designed to tear through even the heaviest of armor. The size of these cannons leads to an enormous power strain on the vessel, meaning that only the larger ships of the Navy are capable of firing them for any amount of time. Their power drain can also cause wild fluctuations in a vessel’s shields, and while this has not proved a fatal flaw so far, it may prove troublesome for the Navy in future. Due to its design being based on the energy weapons often used by Izweski ground forces, the Model V’s beams have a distinctive golden glow to them - resembling some ancient depictions of the Aspect of the Warrior, and granting it its name.&lt;br /&gt;
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The &#039;&#039;&#039;Hegemony Model VI ‘Shieldbreaker’&#039;&#039;&#039; is the other energy weapon currently fielded by the Izweski Navy - an enormous ion cannon, mounted on Bulwark-class vessels. The Shieldbreaker is designed for exactly what its name says - to overwhelm shields and guidance systems of enemy vessels, allowing the fleet to annihilate the helpless vessel. Similarly to the Model V, this weapon drains enormous amounts of power - and due to its electromagnetic pulse, it cannot be fired without first lowering a vessel’s shields. This makes use of the Shieldbreaker a risky, yet potentially battle-shifting prospect for captains - though so far, it has seen little use in battle.&lt;br /&gt;
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The &#039;&#039;&#039;Hegemony Model VII ‘Glory’&#039;&#039;&#039; Battery is perhaps the most impressive - at least in theory - design of the Izweski Navy. An enormous railgun battery, so far its only use has been on the Cataclysm-class dreadnoughts, where it makes up the bulk of their long-distance offensive capability. The Glory is capable of firing hundreds of railgun slugs extremely quickly - to devastating effect in all field tests. Though the Cataclysm-class bristles with other weaponry, those who have crewed them tend to speak particularly fondly of the Glory - believing that there is no weapon in the Spur capable of rivaling its sheer power. Whether or not that is true, however, has yet to be determined.&lt;br /&gt;
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== Tactics ==&lt;br /&gt;
When it comes to the tactics of the Izweski Hegemony, the first thing that comes to many people’s mind is the tactic of ramming. Popularized in the media, particularly after the formation of the Hegemonic Fleet when its first battles were being fought, contrary to popular opinion, ramming is not the standard Izweski battle strategy. While was once used under the more traditionalist pirate captains who made up the original navy, it has since been phased out by Not’zar’s reforms - as Captains and Admirals are schooled properly on the tactics of space warfare. However, despite this schooling, it still remains within the public consciousness and many young captains, eager to win fame and glory for themselves, will unnecessarily resort to it, causing severe damage to their vessels in doing so. This high-risk behavior is often strictly punished by high command, with Lord-Admiral Yizarus having reportedly to throw any captain foolish enough to attempt such a maneuver out an airlock.&lt;br /&gt;
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The preferred Izweski battle tactic is one of stand-off and rush, using their capital ships&#039; powerful weaponry to cripple the enemy, while the faster Brawlers and other escorts close distance with the enemy fleet in order to employ their &#039;&#039;&#039;Apertures&#039;&#039;&#039;. The secondary reasoning behind this tactic is an economic one. The Hegemony has never been a rich nation, and replacing capital ships lost in action is an expensive undertaking, one that is better avoided if possible. This tactic has been used to much effect in the past, but only against pirate fleets, rather than other professional interstellar navies. However, it comes with one main drawback in the modern day, the lack of capital ships available to the Izweski Navy. With the ongoing phoron scarcity, the Hegemony does not have enough phoron to effectively power the bluespace drives of its larger ships, leaving them stranded in orbit around key planets within the Uueoa-Esa system, such as Moghes, Ouerea, and Tret. The lack of these capital ships has diminished the effectiveness of the Izweski’s main battle tactic, making it almost impossible for smaller ships to close the distance with enemy forces without taking unacceptable losses. There have been many proposed changes to account for this, but for now, the navy seems to still be unable to effectively cope with the loss of their biggest vessels.&lt;br /&gt;
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Yet these common tactics, even at full effectiveness, go directly against the supposed strategy of the navy. In theory, the Izweski Navy embraces a strategy of hit and run, harassing enemy vessels before quickly maneuvering out of engagement range before battle can begin in earnest. However in order to board troops, a key part of Izweski Tactics, vessels must get close to enemy formations, significantly hindering their ability to flee before being destroyed or otherwise receiving damage. The Hegemony so far has not yet encountered an issue with this, as the strategy of hit and run is only considered a strategy against “near-peer” foes such as other nations interstellar navies. Yet, it goes to illustrate the core failing of the Hegemonic Navy, being a new force that has not yet had the time others have to properly develop strategies and tactics that synergize with each other.&lt;br /&gt;
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==== Admirals ====&lt;br /&gt;
The admirals of the Izweski Navy are each skilled tacticians - with Lord-Admiral Yizarus especially having been celebrated as the mind behind many of the victories that the Navy has achieved in recent years. Each of them has a unique approach to battle, and while their opportunities for a true test have been limited so far, even the most hardline opponent of the Hegemon must admit that he has chosen well.&lt;br /&gt;
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&#039;&#039;&#039;Lord-Admiral Yizarus&#039;&#039;&#039; is known for his patience and harshness - an odd combination. He punishes failure among his officers strongly, and though it is the nature of an admiral’s position that sacrifices must be made, he is feared and respected in equal measure for his willingness to make such difficult choices with little hesitation. His patience manifests in his tactics - where other commanders may rush in, Yizarus is seemingly always calm, collected and capable of making a strategic decision.  It is rumored that some of the crew of the Lord-Admiral’s flagship, the famed &#039;&#039;&#039;HMV Cataclysm&#039;&#039;&#039;, have a running bet as to who can get the infamously stone-faced Yizarus to laugh. The current pot is believed to sit somewhere around four thousand credits, six kegs of xuizi, and a Siro-class fighter. To date, no one has been able to claim the prize. This unflappable exterior, combined with his prowess as a defensive commander,  has led the Lord-Admiral to be nicknamed ‘Old Ironscales’ by his men - though never to his face. Yizarus has been a foundational figure in the modern Izweski Navy - and should war come to the Hegemony, it has never been a question who will be leading its navy into the fray.&lt;br /&gt;
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&#039;&#039;&#039;Lord-Admiral Gour&#039;za&#039;&#039;&#039;, of the Second Fleet, is known for his rapid and aggressive tactics - often engaging in strategies that his peers have criticized as reckless, though these strategies have succeeded far more than they have failed. Part of this aggression in battle is due to his precarious position - as a commoner raised to such a high rank, he knows that he must do twice as well as his rivals for half the acclaim, for the slightest slipup could be used as an excuse to strip his rank from him. Gour’za is considered something of a maverick among the Izweski court - unfamiliar with the usual manner in which a nobleman conducts war, yet brilliantly and astoundingly effective at it. Due to his lowly origins, Gour’za is loved by the enlisted, and often despised by the officers of his fleet - with the former viewing him as an aspirational figure, who rose to the ranks of the aristocracy and proved himself better than all of them. Many among the noble officers, however, tend to view him as a jumped-up commoner with no business giving them orders - though these thoughts are best-left unexpressed, as Gour’za is all too willing to crack down on dissent within his fleet. The nobles have all manner of names for Gour’za, best left unsaid - but the enlisted men of his fleet know him by one name, “The Hegemon’s Spear”. Wherever enemies of the Izweski may wait, the enlisted of the Second Fleet know one man who will be leading the assault - and based on his history, may well be leading it to victory.&lt;br /&gt;
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&#039;&#039;&#039;Lord-Admiral Za’Akaix’Xitac K’lax&#039;&#039;&#039;, of the Fourth Fleet, is by far the most distinctive of the Izweski Navy’s admirals. The K’laxan Warrior is young, having emerged from virtual reality ten years ago - but it has rapidly proven its unorthodox genius in command, rising to become the Queen Vedhra’s personal military advisor prior to its appointment to the Navy. There is a reason the Third Fleet, prior to its inactivity, was known as the ‘Xsain Fleet’ - and it is not just due to the Vaurca commanding them. Xitac’s tactics are incomprehensible, baffling and often appear insane - yet so far, the Vaurca admiral has gone undefeated in battle, often relying on seemingly random chance to deliver a victory. Some speculate this is due to some hidden Vaurca technology, or the processing power of the Cephalons allowing Xitac to predict the future - but whatever the case, the Sinta of the Third Fleet, wherever they may be now, have grown proud of their alien commander, proclaiming the virtues of “Xitac the Undefeated” to their fellows in other fleets. Xitac is alien, often incomprehensible, and if reports are to be believed, downright terrifying to actually speak to - but the warriors of the Third would rather follow no one else, to the ends of the Spur and beyond. A common saying among the former Third Fleet regarding their admiral expresses this perfectly - “We’d fly to the Chained Waste and back if the Xsain ordered us - and he would.”&lt;br /&gt;
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		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=33984</id>
		<title>Unathi Military Structure</title>
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		<updated>2024-07-25T07:54:05Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Personnel */&lt;/p&gt;
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Historically, the Unathi of Moghes have operated under a feudal levy system, where lords were required to maintain a personal and well-trained military force to be summoned by their liege in times of war. This tradition continues in a sense, with most lords of the Hegemony still holding levies - though it has had to adapt greatly to the realities of a modern interstellar empire.&lt;br /&gt;
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= The Hegemonic Army =&lt;br /&gt;
The armed forces of the Izweski Hegemony largely rely on vassal levies, made up of the peasantry. During times of war, lords are required to conscript a certain percentage of their population to serve under them in the Hegemonic Army, with this percentage being set by the Hegemon and subject to change as the war demands. The largest percentage of levies raised was in the midst of the contact war, when the conscription rate reached 80% of all male Unathi in the Hegemony’s territories. This reliance on peasant levies to fill in the army has resulted in the Izweski having a tiny standing army, particularly when compared to their regional rivals in the [[Empire of Dominia]] and [[Republic of Elyra]]. Raising of levies generally tends to cause a significant drop across all industrial sectors, as their workers are called to war. For this reason, the Hegemony only calls its full army to bear in the most extreme circumstances, instead preferring to rely on &#039;&#039;&#039;Bannermen and Men-at-Arms.&#039;&#039;&#039;&lt;br /&gt;
[[File:Space refugees by thirteen dogs-da00teb.jpg|thumb|alt=Refugee Crisis.|A peasant levy stands watch over in a destroyed town staring out at the newly formed wasteland during the Contact War.]]&lt;br /&gt;
== Peasant Levies ==&lt;br /&gt;
Peasant levies make up a majority of the armed forces of the Hegemony when they are raised for war, which is only in the direst of circumstances. Most of the time, those conscripted are simply peasants working the land under their lord, not the normal jobs for soldiers. Untrained and generally under equipped, they act as fodder to bolster the strength of the professional trained regiments of Men-At-Arms, who are full time soldiers. To be called into a peasant levy is generally a harsh experience, with most levies being provided little to no training in military matters, instead simply equipped with the bare minimum of gear, and thrown into the fight. Their losses therefore are normally heavy, compounded by the callous disregard most of their officers(normally nobility) have for their ability as soldiers, instead seeing them as mostly meat for whatever grinder is nearby.&lt;br /&gt;
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Equipment within a Levy is the bare minimum of what one would bring into battle in the 25th century, normally consisting of a simple set of poor quality body armor, old rifles, and whatever spare equipment a noble can dredge up out of storage for war. However, despite how ill-equipped the levies are, morale is rarely an issue, as should a levy be raised to war it is a sign that the war is going badly for their leaders, and all hands are needed to ensure that their lands do not suffer because of it. Peasant Levies are usually inspired by being told they are fighting for their homes themselves, instead of a distant idea of honor or debt to their lords. Still, once battle commences peasant levies can not be relied upon to maintain their normally high morale, as their officers command them to engage in areas that are little more than meat grinders, long slogging engagements, mostly pinning down enemy forces until a professional force can come and kill them. These engagements extract heavy casualties from the peasant levies, who even if they are victorious, become disillusioned with the idea of fighting for their lord in such a way. Desertion after the first battle a peasant levy engages in is normally high, and Lords make every effort to publicly punish those they can catch.&lt;br /&gt;
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Additionally, when peasants are called for a levy, they are no longer working their normal jobs on the home front. This leads to a marked drop in production of all goods whenever a peasant levy is called to war, and the high casualties mean production continues to suffer as fewer Unathi are now working the lands. This is the primary reason the Hegemony has been slowly working towards phasing out peasant levies, attempting to replace them with a standing army of Men-at-Arms, yet the finances of most lords are not to the point where the Hegemony would have access to an army the likes of their neighbors should peasant levies be fully abandoned. At least for now, the levy system remains, though ever since the Contact War levy requirements have been generally lowered across the nation.&lt;br /&gt;
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== Bannermen and Men at Arms ==&lt;br /&gt;
Since the beginning of the industrial era, it quickly became clear that armies required at the very least a core of professionally trained soldiers, instead of just massed peasantry with minimal training. The Sarakus Hegemony proved the value of a standing professional force during their wars of unification, and drafted the structure that still dominates Unathi military forces today.&lt;br /&gt;
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=== Bannermen and Officers ===&lt;br /&gt;
Bannermen are noble Unathi outside of the normal feudal structure - not holding any lands but instead commanding a noble’s professional force of a regiment of Men-at-Arms. It was born out of the nobility&#039;s desire to ensure their classes continued control over the trained section of the army, not trusting peasants to consistently be loyal. As time has passed since its creation, there have also been more titles created to represent different levels of officers within a regiment that are still held by the nobility. Unlike other noble titles, the title of Bannerman along with other officer titles is non-hereditary, instead being an appointed one by the ruler to which the Bannerman gives fealty. However, many landed rulers will continually pick Bannermen from the same clans as a reward for trusted allies. The only landed title a Bannerman may hold is being the commander of a military position, where the title is non-hereditary and constantly changing hands between different officers.&lt;br /&gt;
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As stated, officers usually come from noble clans that have been long associated with the clan of the landed ruler. These clans, often referred to as ‘Shieldbearer Clans’, exemplify the martial leanings of the Unathi species, steeped in the traditions of Unathi war. From the time they first walk, male members of these clans will be taught the intricacies of command, strategy, and combat - all so that they may one day become officers themselves. Those who excel in this learning usually achieve this goal, becoming an officer in their liege&#039;s forces - but for the rest, very little remains tying them down to Moghes. Many of these so-called “wash-outs” instead look to the stars, where their years of experience and education in all matters of warfare are highly valued. Many become officers within the Hegemonic Navy, while some venture even further to employment within human corporations such as [[Zavodskoi Interstellar]], or various [[Private Military Contracting Group|private military contractors]], using their skills to line their clan’s pockets. These clans tend to be highly traditional and slow to embrace change, save for in the field of the army and its technology. Shieldbearer clans tend to be progressive towards the extreme when it comes to the organization of their military forces and the technology used on the battlefield. They constantly advocate for new equipment, training material, and tactical ideas to be tested or implemented, in whatever form they can. However many Lords cannot afford the cost of this, leaving those bannermen and their regiments beyond those pledged to the wealthiest of lords much worse-equipped than their contemporaries in other nations.&lt;br /&gt;
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For those nobles who do eventually become an officer, a spartan life of war and preparation for it awaits them. The officer corps know that not only their individual lords but the entire Hegemony has only them and their men to rely on as professional soldiers in the event of a conflict - as barely any training is ever afforded to levied soldiers. As a result they will often push themselves and their troops to the absolute limit of training, constantly developing and testing new tactics and strategies, while keeping their skills and condition finely honed. The end result is that Unathi officers, especially those of higher rank, are some of the most skilled commanders in the Spur - so long as they are kept to the field of battle they know.&lt;br /&gt;
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Officers pledged to a lord will often not start near the top of a regiment, instead starting as a Slhiri, or Troop-Leader, commanding the smallest units within their regiment. At this point the officer will probably be around sixteen years of age, and still undergoing heavy education in martial matters. These low-ranking officers are rarely viewed with the same respect as more experienced officers, but instead as arrogant, stubborn, and poor quality officers. Those who learn quickly may advance, slowly working their way up the chain of command to higher ranks - but many, now having been granted a command, do not, and remain poor quality officers at this lowest level. The result of this has seen regiments across the Hegemony have very talented high command, while those soldiers who actually take part in the fighting are frequently forced to suffer under the difficulties of incompetent officers.&lt;br /&gt;
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=== Men at Arms ===&lt;br /&gt;
Men at arms(also called Armsmen) are the professional soldiers of the Hegemony’s nobility, commanded by noble officers. Unlike the officer corps, armsmen are mostly peasantry, those Sinta who wanted to become professional soldiers instead of tilling the land for the remainder of their lives. However they live separate from the rest of the peasant population, isolated within castles or military bases when not deployed, and encouraged to remain so when they are. Men-at-arms are chosen in a variety of ways, from the local watchmen, notable levies on the field of battle, to applications and trials similar to boot-camps. Whichever way they are chosen though, to become a man-at-arms is to commit oneself to the Warrior’s Code, and live a life of war. Unlike other professional armies, there is no resignation as an armsman - it is a career position that one must serve in until they become too old, physically unable to fight any more, or perish on the field. However, for this life of service, they are owed a debt by their lord, not just in their standard wages, but a pension at the end of their service, whether that end comes from age or injury. This pension can sustain a Unathi in relatively comfortable conditions, not needing to be worked for, and is what all Armsmen dream of receiving one day. An armsman&#039;s pension is paid out to his clan should he die in the line of duty, which has led to many of the peasantry post-Contact War seeking to enlist in the hopes of helping their kin to survive.&lt;br /&gt;
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The most common way that men-at-arms are chosen is from the countless former levies who fought in the Contact War. Many of the surviving warriors who fought for the Hegemony wished to remain in military life, instead of returning to their homes - as many of them no longer had homes to return to. While some of these men formed the backbone of the newly formed Izweski Navy, many of them have remained in the Army, enlisting as permanent men-at-arms. So many of these men enlisted that the Hegemon created brand new regiments tasked with securing the various Wasteland outposts, as well as patrolling key bases and locations across Izweski space which are deemed vital enough for the Hegemon to take a direct hand in overseeing them. &lt;br /&gt;
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Divided up into regiments each focused on a different aspect of war, men-at-arms spend nearly every day until their retirement under the direct command of their officers and any subordinates he chooses to appoint to assist his command. Each regiment is equipped in a different way, determined by their specialization, local lord, and available equipment. For example, a heavy infantry regiment may be equipped with breacher suits, heavy autocannons, and only stand at five hundred men strong - whereas a standard infantry regiment may be equipped with basic body armor, laser rifles, and stand at five thousand men strong. This difference in equipment and specialization makes those who have served in a regiment unable to truly relate to others who served in a different regiment, regardless if they served under the same lord. Regiments will interact with one another regularly though, with training exercises being incredibly common not just only within a Lord’s territory, but with those loyal to a different Lord of the Hegemony.&lt;br /&gt;
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These training exercises are the most constant part of the daily life for an armsman, with them being scheduled regularly by lords and their Bannermen - all in order to constantly keep their men not only physically impressive but mentally talented in the arts of war. The intense energy put into this training has left the Hegemony&#039;s armsmen as some of the best trained troops within the Spur, having vast experience in many different types of combat and engagements. These training exercises normally see armsmen vastly overpowered by their imagined enemy, whoever it may be - allowing for far better training not only for the officer commanders, but for individual armsmen who become used to the feeling of needing to fight an enemy better than they are. The results of this training were demonstrated in 2465, when the Hegemon and Overlord Hutay’zai used their armsmen to pacify extensive rioting on Ouerea. The pacification was carried out with brutal efficiency over a perid of two days - and while it resulted in thousands of deaths, only ten of the combined Ouerean watchmen and Hegemonic armsmen were killed during the unrest. However, the Hegemony&#039;s standing army has never been tested against a foe beyond internal Hegemonic issues, remaining untested should war break out with another power.&lt;br /&gt;
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While almost every noble in the Hegemony has a force of men-at-arms, the Izweski clan hold by far the largest force of profesional warriors at their disposal. The Hegemony, founded on the principle of rule through strength, necessitates a large force under the direct command of the Hegemon or those implicitly loyal to him. The regiments of the Izweski Clan, either pledged to the Hegemon himself or Lord&#039;s Clas Mirazuz Izweski, number in the thousands, with their associated armsmen accounting for over a third of all armsmen within the Hegemony. This massive professional force has been the main deterrent of rebellion during Not’zars reign, keeping potential enemies at bay.&lt;br /&gt;
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== Battle Order ==&lt;br /&gt;
The equipment of the different regiments of armsmen is as varied as their background, and depends on so many factors it cannot be easily defined. For those armsmen serving poorer landed nobility, equipment is markedly poor quality, and in poor condition as most purchases are either pre-war equipment or imported human weaponry. For those serving wealthier nobles or the Izweski themselves, they are often equipped with top-of-the-line Unathi-manufactured weapons, armor, and equipment.&lt;br /&gt;
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=== Regiment Equipment and Type ===&lt;br /&gt;
==== Infantry Regiments ====&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|A Motorized Infantry Squad roles into a Wasteland Village.]]&lt;br /&gt;
Infantry regiments are the most diverse of the Hegemony&#039;s army, as nearly every lord of the nation has raised at least one. Their quality of equipment varies wildly, though for those pledged to wealthier lords or the Izweski themselves there is a general standard for equipment. The modern Hegemonic infantryman is usually equipped with a Hegemony-manufactured laser rifle, as well as a pistol and energy sword as sidearms. They do not have much in the way of conformity, instead simply using the colors of whichever lord they are pledged to, though they can be identified by their ceramic-metal composite body armor, also usually bearing the heraldry of their lord. Specialized troops within the regiment will also be equipped with extra gear, such as tripod-mounted weapons, medical supplies, or other specialized equipment.&lt;br /&gt;
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Beyond the standard form, there are many varieties of infantry regimens, each with their own set of specialized equipment. The main two specialized infantry regiments that can be found are Motorized and Mechanized, which use half-tracks and exosuits respectively. Spaceborne and Waterborne infantry regiments are rare, largely only deployed by the Izwewki themselves.&lt;br /&gt;
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Besides Spaceborne and Waterborne Infantry Regiments, which only the Izweski currently hold, Infantry regiments are limited to ground deployments - mostly on Moghes itself. They use the Izweski rail network to travel normally, though sometimes shuttles or aircraft are required for rapid deployment or travel or to Wasteland outposts. The Wasteland itself represents the largest deployment area for Infantry regiments, as the Hegemony is constantly fighting against its denizens and attempting to reclaim the more habitable areas of the border wastes. This fighting is normally on foot, with standard infantry regiments doing most of the work while the more specialized(and expensive) regiments are held back.&lt;br /&gt;
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==== Heavy Infantry Regiments ====&lt;br /&gt;
The most famous of Unathi warriors, heavy infantry regiments are composed of heavily armored infantry in the famed breacher hardsuits, armed with the heaviest weaponry available. It is a common view throughout the Hegemony that energy weaponry is best-suited for lightly equipped troops who cannot carry the amount of ammunition that someone in a hardsuit can. For this reason the standard heavy infantry armsmen are normally equipped with projectile weapons - heavy sluggers, railguns and light machine guns all being commonplace. However, for those armsmen who have proved their worth and been assigned to specializations, a far more extensive range of weaponry is available - with many being ordinarily crew-served weapons repurposed for heavy infantry use. These weapons include heavy autocannons, rocket pods, grenade launchers and anti-tank weaponry, and are common to see among specialized armsmen of heavy infantry regiments, usually modified for use by a single soldier.&lt;br /&gt;
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Despite the weight of their equipment and armor, heavy infantry regiments tend to be the most mobile of unmounted infantry, and remain more mobile than vehicles - able to climb or navigate rough terrain with the aid of their hardsuits. Breacher hardsuits used by most heavy infantry regiments are manufactured by Hephaestus Industries within the Hegemony, and the design for the suit as well as its specifications are a heavily guarded secret by both parties. Due in part to this, the suits are incredibly expensive on top of being highly advanced, making the equipping of a proper heavy infantry regiment an impossibility for all but the wealthiest lords. For this reason, those armsmen who have served in heavy infantry regiments are seen as the ultimate warriors of the Unathi, recieving great respect from both their fellow warriors and the general public. Yet despite their martial prowess, they are rarely deployed in the modern day due to the expense and training requirements of replacing a fallen heavy infantry armsman. Therefore, they are most often deployed in socially significant roles such as honor guards, or when excessive violence is needed to make a point against an enemy.&lt;br /&gt;
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To become one of these warriors is a difficult task, as their high status allows those Bannermen in command of heavy infantry regiments to take only the best recruits - acting as an elite force for the Hegemony. At this time, only Lords to have proper heavy infantry regiments within their forces are the Hegemon himself and the five Overlords of Moghes, as lesser nobility cannot afford the cost of their creation and maintenance. As a rule, these regiments recruit only those who are already serving as armsmen, usually after they have proved themselves in one way or another. Once selected, recruits are then put through a grueling set of  tests known as the Anvil Trials designed to break those who are disloyal or too weak to be given the power of joining the heavy infantry. Very little is known about these tests, as the regiments attempt to keep them secret, but it is known that a few soldiers have died attempting to pass. After the tests are passed, the recruits are then given their armor and weaponry, before being inducted into the regiment for a year of training and further tests, after which they will either pass and join the Regiment or fail and be returned to their previous position.&lt;br /&gt;
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==== Armored Regiments ====&lt;br /&gt;
Besides infantry regiments, armored regiments are the second most prolific form of regiment in the Hegemony, making use of tanks, warcarriers and other armored vehicles. Though they were deployed extensively on both sides of the Contact War, the armored regiments are largely overlooked in the modern day, with heavy armored vehicles seeing little use in the ongoing campaign to reclaim the Wasteland or in fighting the various insurgent groups that threaten the nation. Modern armored regiments tend to be deployed in supporting roles with infantry regiments, with their heavier vehicles largely going unused.&lt;br /&gt;
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However armored regiments still do have some specialized equipment, notably the Courser - a recently invented tank designed for mobile fire support. Its design was mainly driven by the weakened Izweski Navy, as well as fears that the Hegemony would lack an armored force of its own should they be forced to engage rival powers in ground combat. As such it comes equipped with high-end jamming equipment, and a plethora of guns ranging from a 100mm direct-fire cannon to four 15mm autocannons. It is lightly armored for a vehicle of its size, having traded protection for mobility.&lt;br /&gt;
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==== Artillery Regiments ====&lt;br /&gt;
Artillery regiments are considered a symbol of status and power among the Unathi nobility. Infantry regiments will often be complimented by some specialized members with simple mortar tubes or even proper artillery - but unless a Lord has a large force of men-at-arms or is constantly fighting at the borders of the wasteland, an entire regiment dedicated to artillery and artillery alone is rarely worth its cost. As they are used so infrequently, artillery regiments follow a standardized code of operations laid down by Yaret Akrezi, a bannerman who made famous use of artillery against the Traditionalist Coalition during the Contact War. The standard he set would go down as being ahead of its time in terms of military thinking, and be adopted universally among the Bannermen who came after him.&lt;br /&gt;
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The standard composition of an artillery regiment set by Yaret Akrezi reflects the time when it was made, being useful only for a regiment providing artillery support for a large army such as those fielded during the Contact War. In Akrezi’s eyes, an artillery regiment should be built around a core of twelve batteries, each boasting sixteen 165mm guns, the standard gun for Hegemonic artillery. These artillery pieces are usually vehicle-mounted for ease of rapid artillery support anywhere on the battlefield. Half of these batteries should then operate independently of each other, instead being attached to other regiment groups and their commanding Lords, providing fire support for them. The other half should be held in reserve, and be shuffled around to where large-scale combat is occurring, lending all their guns to support that effort, hopefully tipping the balance in favor of the Hegemony. Outside of these twelve core batteries, an artillery regiment should have a robust network of supply to keep guns fed with fresh ammunition, and a further four batteries made up of six self-propelled light artillery pieces each. These light artillery pieces, mostly 105mm guns, would be spread out among the army, with none allocated for the main point of fighting, instead acting on the wings with the flank troops. Doing so, in Akrezi’s eyes, would allow the big guns to support the biggest groups who were going to decide the course of the battle, while still not depriving the rest of the army of fire support. Lastly, that there should be two batteries of twenty self propelled artillery pieces each, being made up of what we would know as MLRS’s, or Multi-Launch-Rocket-Systems. Akrezi envisioned these final batteries to be the only part of the Regiment, outside of the logistics system, under the personal command of the Firemaster, the Bannerman who commands an artillery regiment. They would act as the overall commander’s personal artillery batteries, able to assist anywhere they wanted fire support given. In his writings, Yaret Akrezi vaguely referenced the possibility of also allowing MLRS’s to fire small tactical level fission bombs, but does not go into detail about it, or recommend it.&lt;br /&gt;
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In the end, Akrezi would get his wish. Following the conclusion of the Contact War and Akrezi&#039;s death, the Hegemony quickly realized their two biggest potential threats were the nations of Dominia and Elyra, both with larger navies than that of the Hegemony. Therefore, their tactics adapted accordingly, and Bannermen across the Hegemony began to ask what they needed to fight a war should they lose control of the planet’s orbit. Hephaestus Industries quickly picked up on this, and after acquiring weapon schematics believed to be from [[Zavodskoi Interstellar]](though it was never proven), began rolling out a line of self-propelled artillery, with the option of 165mm, 105mm, or MLRS weapons attached to the baseline chassis. The line was an instant hit, and Hephaestus found a market for their inventions as Bannermen across the Hegemony clamored to their lords to purchase them. Once done, those artillery regiments not already following Akrezi’s standards reformed to do so, and today the Hegemonic artillery regiments stand as the best organized aspect of their wider military. This standard of warfare is similar to the K&#039;lax Hive&#039;s use of artillery warforms, and many K&#039;laxan forces holding the feared Type BDE forms have been structured as artillery regements.&lt;br /&gt;
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[[File:IzweskiBlimp.png|thumb|A sketch of an Izweski Sky Behemoth, the first aircraft used in war by Unathi.]]&lt;br /&gt;
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==== Air Regiments ====&lt;br /&gt;
Air regiments are even rarer than artillery regiments, with the cost of maintaining a fleet of aircraft and training pilots being prohibitive for all but the wealthiest of lords. During the Contact War, air regiments on both sides were tasked with dropping nuclear bombs, as well as intercepting enemy bombers attempting the same. After the War&#039;s end and the total nuclear disarmament of the Hegemony, most existing air regiments were restructured entirely from scratch, equipped with newly-manufactured vessels and weaponry purchased largely from Hephaestus Industries to repurpose them for the potential of interstellar war. The modern air regiment is largely prepared for defensive warfare, with most of its aircraft being designed for the potential of enemy spacecraft assaulting an Unathi world directly.&lt;br /&gt;
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There are three main aircraft used by modern air regiments, all manufactured by Hephaestus Industries. The first is the Gryphon-120, a space/orbital control fighter-bomber designed to enforce superiority within a planet&#039;s orbit. It has dual capabilities, being able to engage not only enemy fighters but smaller enemy ships with an incredibly large payload. Currently they are stationed in heavily camouflaged low-Moghes orbital stations for use as harassers against an enemy force. Currently, they are largely used by Lord-Admiral Yizarus in attempts to combat smuggling - though so far to little success. Second are the Gryphon-118s, another space-capable aircraft designed for air support to ground units. These are largely used for scouting and reconnaissance in the Wasteland, with most stationed at Camp Integrity - though several have been stationed at military bases on Ouerea to prepare for the possibility of a second revolution. The final aircraft of the Hegemony is the Irontooth-135, an incredibly large space-capable aircraft designed for bombardment on a planetary scale. These vessels are few in number and largely attached to the Navy in the modern day.&lt;br /&gt;
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==== Support Regiments ====&lt;br /&gt;
Support regiments are the most varied type of regiment, and are usually only found under the command of lords with large armies. In most Hegemonic forces, the duties of a support regiment will largely be divided among other regiments - with only the largest forces requiring enough dedicated support personnel to form an entire regiment.&lt;br /&gt;
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Support regiments provide a diverse range of support to front-line combat regiments. They provide an immensely varied range of support - from logistics to reconnaissance to repair and resupply. These regiments are incredibly rare, being found only pledged to Overlords and the Hegemon, who are the only ones who hold a large enough army to require dedicated units to support it. During peace-time, these regiments remain active to train with their compatriots - though most of them are unlikely to see combat.&lt;br /&gt;
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=== Ranks ===&lt;br /&gt;
&#039;&#039;&#039;Auxiliary&#039;&#039;&#039;(Sinta’unathi: Rekeha): This rank is largely unused in times of peace, referring to the reserves of a nobleman’s levy called upon in times of war. Auxiliaries are required to spend at least one day of the week training with weapons, and are paid a small stipend from their lord for their readiness to fight. These men make up the bulk of a lord’s standing army - below the professional full-time soldiers, but above the largely poorly trained peasantry who may be called to battle. &lt;br /&gt;
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&#039;&#039;&#039;Man-at-arms&#039;&#039;&#039;(Sinta’unathi: Rezasl): These men make up the core of any standing army - full-time professional soldiers of whatever lord they may serve. They are usually used to supplement law enforcement, protect their noble clan, and ensure the safety of a region against threats too great for local city watchmen to handle.&lt;br /&gt;
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&#039;&#039;&#039;Specialist&#039;&#039;&#039;(Sinta’unathi: Ozas): An in-between rank, applied to warriors with skills outside of combat that are of use on the battlefield. This rank is frequently used for medics, engineers, technicians and any others, an odd mixture of any and all specialists within a lord’s military force. This rank is one of the rare positions where women have historically been permitted to serve, with healers often finding positions at this rank within times of war.&lt;br /&gt;
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&#039;&#039;&#039;Standard-bearer&#039;&#039;&#039;(Sinta’unathi: Kiruki): These warriors are the equivalent to non-commissioned officers, with each kiruki being responsible for leading an individual squadron of soldiers on the battlefield. For many peasants, this is one of the highest stations that they can reach in life. A kiruki is responsible for the wellbeing and discipline of their men, and will usually be the first to be blamed for a disaster.&lt;br /&gt;
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&#039;&#039;&#039;Troop-leader&#039;&#039;&#039;(Sinta’unathi: Slhiri): These warriors are the lowest rank of a Regiment’s officer corps, with each one traditionally commanding the smallest units of whichever regiment they are a part of. These officers are usually nobles, often young and untested, and they have a reputation for being arrogant and stubborn among the enlisted men.&lt;br /&gt;
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&#039;&#039;&#039;Battle-leader&#039;&#039;&#039;(Sinta’unathi: Uezsla): These officers command a number of units, overseeing the Slhiri and reporting to their own commander, the Seiirak. Unlike Slhiri they do not command any fighting units of their own, instead leading a specialized command squad which helps them run the affairs of their portion of the regiment. These officers to date have all been nobility. The number of Uezsla depends on the type and size of a regiment, but there will usually be around five Uezsla in an average regiment.&lt;br /&gt;
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&#039;&#039;&#039;Bannerman&#039;&#039;&#039;(Sinta’unathi: Seiirak): The commander of a single regiment of armsmen, appointed by their liege lord. In addition to commanding the regiment as a whole, they traditionally have a personal unit known as their banner - which often acts as an honor guard, protective detail, or elite force for their commander. Bannermen may sometimes command the regiment directly, but normally work through the chain of command to their Uezsla to ensure their orders are carried out.&lt;br /&gt;
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&#039;&#039;&#039;Master-at-arms&#039;&#039;&#039;(Sinta’unathi: Ozur’saa): These men directly lead the private retinue of a clan, and will serve as the highest authority for an individual landed noble’s forces. They are normally selected from amongst the Bannerman, and act as the professional military adviser of the Lord. Should the landed lord control a small amount of land, or otherwise not required to engage in significant politicking, the Ozur&#039;saa will also often be the Lord’s Claws, holding a seat on his council. However, for those Lords who rule over large sections of the Hegemony, or have powerful vassals to appease, they will often choose a more advantageous Lord&#039;s Claws. In this case, the Ozur’saa remains the Lord’s professional military adviser, but cannot sit on council meetings and often has to accede to the thoughts of the Lord’s Claws, whatever he may think of them.&lt;br /&gt;
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=== Deployment ===&lt;br /&gt;
Nominally, all these forces fall under the Hegemon during times of war, their lords required to answer calls to fight at his side. Therefore, in addition to the peasants taken as levies, the Hegemon may also take the regiments of his lords to war, though he cannot directly command them. Bannermen, who command the individual regiments, will only answer to their lord or his Master-at-Arms, none other, including the Hegemon. Therefore, when the Hegemonic army is fully assembled, communication is the biggest issue it encounters.&lt;br /&gt;
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==== Military Operations ====&lt;br /&gt;
Under the current law, the Hegemonic Army can be divided up into distinct forces - the armies under the command of Overlords. Each Overlord leads an army composed of the levies and armsmen of their own territory, and those of their vassals, who in turn call on the forces of their own vassals. Each portion of this army only responds to the lord who raised them, so commands must go from Overlords to lords, then to the officers of a regiment, instead of professional military commanders. This means that communication from the top of the chain of command to the bottom is incredibly slow and disjointed, as each noble lord commands a different number, variety, and quality of men than the next.&lt;br /&gt;
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Due to these issues, the Hegemon and his Overlords tend to avoid calling their vassals&#039; armsmen to war unless absolutely necessary, instead choosing to rely on their own personal forces. Should they be needed, however, a legal loophole allows a lord to simply request a vassal lend them the use of their armsmen. This allows for armsmen to be placed under the command of the liege lord directly, circumventing the communication issues that the normal means of raising troops causes. Should the Hegemony&#039;s army ever be mobilized for war again, this is likely how it will be called.&lt;br /&gt;
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== The Modern Day ==&lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory, showing it&#039;s precarious position between two rival powers.]]&lt;br /&gt;
Contemporarily, there is one thought above all else that flashes through every high officer of the Hegemony - the possibility of alien invasion. This concern has become the dominant driver of the nation&#039;s military planning - as tensions grow between Dominia and Elyra the possibility of the Hegemony being invaded as part of a war between the two begins to look more and more likely. The dominant desire of the Hegemony&#039;s military is to prepare for the potential of invasion, or of being dragged into a war between their major rivals.&lt;br /&gt;
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The Hegemony as it stands is largely unprepared for ground combat, despite its troops&#039; general competence. Elyra and Dominia both have larger armies and navies, and are more experienced in the realities of interstellar combat. Though the Izweski Navy&#039;s concentration in Uueoa-Esa is an effective deterrent, the outer colonies would likely be incapable of mounting effective resistance. As such, the Hegemony&#039;s defensive strategy relies primarily on mutual deterrence - on inflicting as much damage as possible on an invading force. Should Dominia or Elyra seek to seize the Hegemony&#039;s starways to assault their rival, they would likely triumph - but at such a great cost that they would surely be defeated by their rivals seeking to take advantage. Though this deterrent has been effective so far, the Hegemony&#039;s military commanders are uneasy with it, and are desperately pursuing means of restoring and expanding the Navy&#039;s power.&lt;br /&gt;
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= Unathi Martial Tradition =&lt;br /&gt;
The Unathi as a species are widely perceived to be steeped in violence, honor, and war. Regardless of the truth of this stereotype, Unathi warriors have a long martial tradition - particularly those who have fought for the Izweski Hegemony. The first part of the culture of war is the [https://wiki.aurorastation.org/index.php?title=Unathi_Honor#Honor_for_the_Warrior Warrior’s Code], a code of honor that is applicable to all warriors - marking those who disregard it as shameful and dishonorable. However, the Warrior&#039;s Code is one which applies to all Unathi warriors, regardless of their origin - and the traditions and culture of the modern day have been, like almost every aspect of Unathi society, shaped in the devastation of the Contact War.&lt;br /&gt;
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== The Contact War ==&lt;br /&gt;
Contemporary martial culture within the Hegemony is largely the product of the [[Contact War]]. The war which destroyed so much of Moghes also destroyed much of the martial culture that came before it, while nuclear fire provided the heat to forge the culture of those soldiers who fought it into something new. After the war ended, it became apparent that during the decades it raged, it had changed not only the men who fought but how Unathi, warriors and civilians alike, viewed war as a whole. &lt;br /&gt;
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Before the Contact War, wars were seen as fleeting, short-spanning conflicts that rarely lasted more than a handful of years. As in any war, civilians were hurt as troops marched through lands taking whatever they pleased from the local population, but most wars since the War of the Honored Alliance were small-scale affairs. Surrendering, while shameful, was seen as a realistic option, and who won or who lost was not of great significance to an individual soldier. The Contact War changed everything. No longer was war limited, it was all-encompassing, the entirety of Moghes consumed by violence - and defeat would mean annihilation. Civilian and refugee casualties became more and more common as the untouched regions reached their capacity. Prisoners were no longer taken, surrender no longer contemplated - the war could only end in victory or death. As the war dragged on, the brutality continued - not even out of necessity, simply because those fighting in it had forgotten how to stop. In short, the Contact War was a traumatic event for the species - one which almost entirely eradicated the martial culture that had stood for centuries prior. For the soldiers who fought through the war, this shockwave hit the hardest. Their culture completely changed, as men who had seen too much returned home - or had no homes to go back to - were unable to readjust to civilian life. Many joined a piece of the Hegemonic army or the Hegemonic navy, while others became mercenaries or simply fell into despondency in the slums of major cities.&lt;br /&gt;
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== Contemporary Culture ==&lt;br /&gt;
Forged by the events of the Contact War, the contemporary culture of Unathi warriors is one of duty, sacrifice, and totality. The trauma of the Contact War has forged a new mindset among the warriors who fought it - one in which victory is worth any price. Duty is the strongest part of contemporary warrior culture, an unwavering focus placed upon it. Any warrior, whatever their station, must do all they can to fulfill their duty, even if it is the smallest of tasks, for without duty a warrior is nothing. This sense of duty is all-encompassing, with a warrior&#039;s sole cause being to achieve victory no matter the cost.&lt;br /&gt;
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The idea of dying for one&#039;s duty ties in with sacrifice. It is a new idea that all warriors must be prepared to sacrifice everything on the altar of victory, not only their own lives, but their honor, family, love, and even souls. The soldiers of the Contact War fought with everything they had, giving it all for the hope of a victory that would see their nation victorious, and their sacrifice is the most remembered of Unathi society today. Atrocities were committed during the Contact War, and with such frequency that soon minds became numb to the horror, people broke, and for those who managed to escape death, their sacrifice continued by living on having experienced, and partaken in the horrors of war. For victory, one must be ready to sacrifice everything.&lt;br /&gt;
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This contemporary culture has been analyzed by human psychologists, and they find it nearly matches the symptoms of a person in a severe depression; never working to improve, just going about their tasks because they have forgotten how to do otherwise, and suffering all the while. It is theorized by psychologists across the spur that the events of the Contact War were so traumatic not just to a few, but to an entire species that it left a permanent scar on their psyche, one that manifests itself as a severe depression within culture. The exact reasons behind the development of these cultures, and these feelings within the Unathi as a species may never be known, but it is clear that the Contact Warr played a part, and most likely left its trauma with no regard for who it parted it to.&lt;br /&gt;
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= The Kataphract Guild (Saa’Izweski) =&lt;br /&gt;
An ancient order, the knights of the Kataphract Guild have long enjoyed a storied place in Unathi history, as defenders of the helpless and a scourge upon the wicked and dishonorable. While their historical role was more complicated at the best of times, ranging over their history from strict adherents of the Warrior’s Code to little better than mercenaries, the popular perception of the ancient knights remained as one of bold, honorable and fierce warriors. During the rise of the Sarakus Hegemony, the Kataphracts were viciously crushed by the first Hegemon Sarakus, and their order would not be revived for centuries, until Not’zar Izweski restored them in 2459. The new Kataphracts are a fusion of the best ideas of the ancient order and the practical realities of modern Unathi - they are sworn to follow the Hegemon and the Warrior’s Code equally, and act as an elite military force to bolster the Hegemon’s personal strength when necessary.&lt;br /&gt;
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When not necessary, they travel the Spur, largely using repurposed naval vessels, seeking honorable causes to fight for, as well as lending their services as mercenaries to many across the stars. Kataphracts have been found in many military conflicts across the Spur, with the largest of these being the S’rand’marr Coalition, where many Kataphract knights fought for the [[People&#039;s Republic of Adhomai|People’s Republic of Adhomai]] in the Second Revolution. This fighting is done partially to maintain themselves, as the Kataphracts are only paid by the Hegemony in times of war - and to increase their skills as warriors. Kataphract knights are known as Saa’Izweski, or simply Saa for the sake of brevity.&lt;br /&gt;
&lt;br /&gt;
Kataphracts generally prefer to fight in melee, though they do tend to carry energy pistols and the occasional slugger. Their traditions of combat are viewed as antiquated by some - however, underestimating a Kataphract is a fool’s mistake. They are some of the most highly-trained and well-equipped warriors that the Unathi species has to offer, and have overcome seemingly insurmountable odds time after time. &lt;br /&gt;
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== Ranks ==&lt;br /&gt;
The ranking of the Kataphracts is far simpler than that of most militaries, resembling that of a guild more than an army. &lt;br /&gt;
&lt;br /&gt;
Kataphract-Hopeful(Zo’saa): The Zo’saa are the bulk of the order’s fighting force, made up of those who wish to earn the right to call themselves Kataphracts. Their lives are hard and regimented even by military standards, training at all times of the day and night in whatever conditions they may find, from battles as mercenaries across the Spur to surviving the harsh sands of the Moghresian Wasteland. Several K’lax warriors have also become Kataphract-Hopefuls, and though their understanding of the Warrior’s Code is often poor compared to their Unathi counterparts, they have proved a fearsome addition to the order’s forces.&lt;br /&gt;
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Kataphract Knight(Saa): These are the warriors of the Kataphract Guild, who have earned the right to call themselves knights. They range in age, experience and skill, but all of them have completed the gruelling trials of a Kataphract-Hopeful and sworn their oath before whatever faith they may follow - to uphold the Warrior’s Code, to obey and defend the Hegemon and his people, and to protect the innocent against cruelty and dishonour wherever it may be found. &lt;br /&gt;
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Kataphract Knight-Captain: These are the more seasoned commanders of the Kataphracts, usually found in command of a vessel or a large group of knights and hopefuls alike. When multiple Knight-Captains come together in a particularly large operation, they will often elect one from among them temporarily to serve as the commander of the force.&lt;br /&gt;
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High Kataphract: The leaders of the Kataphract Order, the council of High Kataphracts are the highest authority for the guild in its entirety. They are few in number, and seasoned warriors one and all, answerable only to the Hegemon. When the order in its entirety is called to war, they are responsible for summoning the knights from wherever they may be, across the Spur, and for deploying them as the Hegemon wishes.&lt;br /&gt;
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= The Navy =&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is used as the Naval Ensign for the Izweski Navy.]]&lt;br /&gt;
The Navy is a true professional force, and the bulk of the Izweski’s armed forces. Currently, the Navy has three active fleets, with many of their larger ships currently mothballed in Uueoa-Esa due to lack of phoron supplies. Fleets are commanded by Lord-Admirals, and deployed across Hegemony-controlled space. The Navy’s lower ranks are structured similarly to those of traditional Unathi armies, with men-at-arms making up the bulk of a naval vessel’s enlisted crew. For officers, however, the structure of the Navy is based largely on human interstellar navies, with captains commanding individual ships and commanders acting as their second-in-command.&lt;br /&gt;
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The Izweski Navy is a relatively young organization - but that does not mean it is an untested one, as myriad clashes against the pirates of the Badlands and Sparring Sea have let the Navy cut their teeth in battle. While they have yet to face a true interstellar conflict, the warriors of the Izweski Navy are disciplined, experienced and well-trained - though only time will tell whether or not that will be enough.&lt;br /&gt;
Due to the phoron scarcity, the Izweski Navy is greatly weakened - with the vast majority of its ships relying on bluespace travel. In order to conserve valuable phoron resources, all ships larger than destroyers are currently on standby in the Uueoa-Esa system - leaving the outlying colonies of the Hegemony open to attack.&lt;br /&gt;
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The arrival of the K’lax Hive in Uueoa-Esa has been a great boon to the Izweski Navy - with the plentiful labor and advanced technology of the Vaurcae helping greatly in both the construction and crewing of the Navy’s vessels. The Queen Vedhra has been particularly invested in the Izweski Navy - believing that the K’lax must be capable of interstellar warfare for the inevitable return of the Lii’dra Hive to the Orion Spur.&lt;br /&gt;
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== Naval Fleets ==&lt;br /&gt;
The Izweski Navy is divided into four fleets, with three currently being active. &lt;br /&gt;
&lt;br /&gt;
The First Fleet is commanded by [https://wiki.aurorastation.org/index.php?title=Notable_Unathi#Lord_Admiral_Trazial_Yizarus%2C_Izharshan%27s_Bane Lord-Admiral Trazarial Yizarus], known as “Izharshan’s Bane” due to his victories against the pirates of Izharshan’s Raiders. He is one of the most experienced military commanders in the Hegemony, a decorated war hero, and a fierce supporter of Not’zar Izweski, having stood by the Hegemon’s side since before his ascent to the throne. The First Fleet’s flagship is the famed &#039;&#039;&#039;HMV Cataclysm&#039;&#039;&#039;, the first of the Hegemony’s dreadnoughts. Currently, the First Fleet is tasked with protecting Moghes.&lt;br /&gt;
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The Second Fleet is commanded by &#039;&#039;&#039;Lord-Admiral Oyuti Gour&#039;za&#039;&#039;&#039; - the first commoner to ever be appointed to such a prestigious position. Gour’za is known to be an aggressive, ambitious and highly intelligent commander, known to be extremely restrained and focused on his work - knowing full well that the slightest slip-up will be used by the nobility to call for his removal from his position. The flagship of the Second Fleet is the &#039;&#039;&#039;HMV Catastrophe&#039;&#039;&#039;, a Cataclysm-class dreadnought. The Second Fleet is currently tasked with the defense of Ouerea.&lt;br /&gt;
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The Third Fleet is commanded by &#039;&#039;&#039;Lord-Admiral Za’Akaix’Xitac K’lax&#039;&#039;&#039;, a Vaurca Warrior of the Queen Vedhra’s brood and a brilliant tactical mind. Though young, they have rapidly earned the respect of the Sinta serving under them - and while their strategies may be considered unorthodox, none can deny their effectiveness. Armsmen of the Third have given themselves the nickname of the ‘Xsain Fleet’, in reference both to the Vaurca commanding them and the seemingly incomprehensible nature of Xitac’s tactics. The Third Fleet is commanded from the &#039;&#039;&#039;HMV Annihilation&#039;&#039;&#039; - the third Cataclysm-class dreadnought, which is currently positioned in orbit of Tret. Currently, the Third Fleet is inactive, with its ships having been shuffled around to bolster the Navy’s other fleets.&lt;br /&gt;
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The Fourth Fleet is a recently established one - while it was planned for, the phoron crisis caused rapid adjustments, with nearly every ship still capable of affordable interstellar travel being assigned there. It is under the command of Lord-Admiral Xitac, and it is responsible for protecting the Hegemony’s colonies outside of Uueoa-Esa - no small task, especially given that the fleet solely consists of Brawler and Foundation-class vessels. While it serves for scaring pirates and marauders away from Hegemonic colonies, no one is under the delusion that the Fourth Fleet would be capable of facing a rival nation’s navy on equal measure.&lt;br /&gt;
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== Naval Personnel and Equipment ==&lt;br /&gt;
=== Personnel ===&lt;br /&gt;
The navy, much like the ground forces of the Hegemony, is broken up into two distinct personnel categories. The officer corps, composed of mainly nobility and some K’lax Warriors; and the enlisted, which is an odd collection of Unathi Peasantry, K’laxan Vaurcae, and even some lesser nobility who were unable to become officers immediately. They use the same ranking system as the Hegemonic ground forces, with key differences in the officer ranks - based instead on human interstellar navies, with officers given far more power over their assigned ships. The biggest difference of naval officers though is their position as a standing force of the Hegemon. Instead of being loyal to vassals or other Lords of the Hegemony, naval officers swear fealty directly to Not’zar, making the navy his and his alone, granting the Izweski total control of the star lanes. This is not the case for enlisted crew, who instead swear fealty to the officers(lords) of their ships, swearing new oaths every time they are transferred from one ship to another, or a ship command is changed. It is this that allows Hegemonic naval officers to take the title of Lord-Rank, instead of a simple rank, such as Lord-Admiral Trazial Yizarus, the most famous Unathi naval commander. [[File:Izharshan.png|thumb|right|A refitted ship going through space. Ships like these were what made up the vast majority of the original Izweski Navy. Done by CNEGecko#9618 on Discord.]]&lt;br /&gt;
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However, having enlisted crew swear allegiance to their officers instead of the Hegemon directly has been met with criticism by some, most notably Mirazuz Izweski himself, and not without reason. When Hegemon S’kresti fell into a coma in 2458, a succession crisis erupted within the Hegemony between Not’zar, Skresti’s eldest son, and Lord S’linzar Ickza, S’kresti’s son-in-law, over who should be given the title of Lord Regent. Half the fleet officers defected from the Izweski Clan under the command of Lord-Admiral Azikyui Yizarus, Trazial’s younger brother - and the enlisted men, bound by oaths to their officers, went along with them. While the crisis was averted, and Not’zar eventually placed as Lord-Regent of the Hegemony, it illustrated the potential issue of disloyal officers, particularly those who were from the original pirate fleet assembled by S’kresti. Not’zar would respond to this by initiating a fleet-wide purge of officers under the direction of Lord-Admiral Trazial Yizarus - who had sided with the Lord-Regent during the crisis - in order to turn the naval officer corps into not only a professional force, but one that was loyal to the Izweski alone. This purge laid the foundation of the modern officer corps known today, with sweeping reforms that for the first time opened education centers similar to officer-candidate-schools, where potential officers would be taught the fine points of space warfare, while also heavily indoctrinated with engrained senses of loyalty to the Izweski. Yizarus would use his powers as director of the purge to install many of his clan within the reformed officer corps, resulting in clan Yizarus making up a vast majority of the navy&#039;s higher ranking members. With the arrival of the K’lax, Not’zar saw an opportunity to expand these schools as well as the navy itself, and began inducting K’lax as not only instructors, but officers for his new fleet. Today, the officer corps of the Hegemonic navy is composed of military professionals, who despite using outdated tactics, are loyal and eager to serve their Hegemon and his clan, but who will also never forget the betrayal of half the fleet during the succession crisis.&lt;br /&gt;
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For the enlisted however, the story is different. Little has changed for them since the Hegemonic Navy was first formed, and they toil under their officers the same way they always have. Ships have become more modern and training generally become higher quality, but for many advanced tasks, officers are still relied upon. For many of the enlisted ranks, they are keenly aware that despite having reached a pinnacle of what may be their military careers, and trained beyond what even some armsmen undergo, they are still lessers of their officers, who view the enlisted as little more than rabble whose help is needed to run the ship in combat. The enlisted members of the navy are trained to do their tasks in rote order, doing one thing after the other day in and day out, rather than truly thinking for themselves. Onboard a Hegemonic vessel, whenever serious repairs are undertaken or things outside of what enlisted would consider their daily tasks done, it is common to see officers holding the tools, or completing the task; though sometimes, a particularly trusted enlisted man might be given a rank similar to standard-bearer, plus some extra training, and work in an officers stead. This lack of intensive training for the enlisted of the navy is born out of a mistrust by the nobility of the Hegemony, who Not’zar was forced to yield to. The biggest concern for any noble is that a peasant uprising would be able to occur aboard one of the vessels of the Hegemonic Navy, and that the peasants, once in control, would be able to effectively operate the vessel. Therefore, outside of the countless minor tasks needed to keep a starship functioning, the training of larger operations, such as firing the weaponry, piloting, and so forth, is entrusted only to the majority noble officer corps.&lt;br /&gt;
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It is debatable what effect this has had on the effectiveness of the Hegemonic Navy. One could argue it has no effect at all, but that would only be because the Navy’s tactics are so outdated that their baseline effectiveness is too low for this type of stringent difference in training to have an effect. What is more important is the effect that this has on the Navy’s morale. While officers generally live in good conditions, well compensated for their service with a high degree of freedom, the enlisted ranks find themselves curtailed, poorly-compensated, and looked down upon by their officers. Morale within the enlisted ranks is therefore incredibly poor, with consequences for the Hegemonic Navy. Under Not’zar’s reforms post-succession crisis, he believed that the enlisted ranks could be filled out on a volunteer basis - a man would volunteer for a set term, before either re-enlisting or being discharged to pursue other goals. Due to poor morale, re-enlistment rates within the navy are incredibly low, near twenty percent for non-Vaurca, resulting in what many call a “revolving door scenario” where men simply move through the navy instead of remaining in it. These men mostly look beyond Moghes to the rest of the stars for future work, using their limited experience with the Hegemonic Navy to secure positions with human megacorporations throughout the rest of civilized space. So far, there has been no attempt to reform the navy to deal with this problem, as the Hegemony has been dealing with more pressing matters. Mizaruz Izweski has begun to make noises about it, calling it a shame, and pushing the Hegemony - most notably the Yizarus clan - to begin reforming the navy so that it may better treat its enlisted members, and thereby hold onto them for longer.&lt;br /&gt;
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As the Navy and the Kataphract Guild have served similar roles - acting as forces directly answerable to the Hegemony - it is perhaps natural that a rivalry has developed between the two groups. Some among the Navy’s personnel tend to, though with respect for their prowess in combat, view the Kataphracts as arrogant - seeing their adherence to ancient tradition as nothing more than a way to make themselves seem more grand, and their mercenary work across the wider Spur as a dereliction of duty. The worst views of the Kataphracts among the navy see the wandering knights as treating their service to the Hegemon as an inconvenient fact rather than a duty, and wasting the resources given them by the Izweski on wandering about the Spur going on adventures. &lt;br /&gt;
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The Kataphracts, meanwhile, have a similar opinion of the Navy - believing that, though they provide a necessary service, they are not true warriors, only experiencing combat from across the vastness of space - and that their insistence on looking down on those who serve the Hegemon elsewhere dishonors them. Though the two groups have often cooperated in military actions, there is a general spirit of competition and one-upping between Kataphracts and Naval forces when this does occur - with the Kataphract-Hopefuls tending to become far more invested in the rivalry than their superiors.&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;
Ranks of the Izweski Navy&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Naval Auxiliary&#039;&#039;&#039; (Sinta’unathi: Zurekeha): As the navy is a fully professional army, there are no such things as levies. Thus, despite similar names, Naval Auxiliaries do not work exactly like their planetary counterparts. Naval Auxiliaries are, for all intent and purposes, a new recuit still learning about life on a ship. These can fill many roles so long as they are supervised by other crewmembers, when they are not taking care of chores across the ship. Auxiliary are paid a pittance, but thankfully rarely stay at this rank for long, as it generally takes just a month or two for them to reach the rank of Shipman.&lt;br /&gt;
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&#039;&#039;&#039;Shipman&#039;&#039;&#039; (Sinta’unathi: Zunha): The backbone of the Izweski Navy, the Shipmen can tend to anything across a ship, from security to cooking, from logistics to gunnery, boarding and EVA combat to engineering. Shipmens are never seen operating on their own, unless something went truly wrong, and are instead under the constant of authority of another superior, no matter their situation or role.&lt;br /&gt;
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&#039;&#039;&#039;Naval Specialist&#039;&#039;&#039; (Sinta’unathi: Zuozas): Much like with their planteray counterparts, this is an in-between rank, applied to shipmen with skills outside of combat that are of use on the battlefield. This rank is frequently used for medics, engineers, technicians, chaplains and any others, an odd mixture of any and all specialists within a lord’s military force. Though the Navy happens to have a little more women in its ranks than in the plantary force, the rank of specialist is still the place where they are more often seen.&lt;br /&gt;
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&#039;&#039;&#039;Flagbearer&#039;&#039;&#039; (Sinta’unathi: Zuruki): As the name suggests, the Flagbearers work much like their planteray counterparts as well. They are tasked with leading entire teams as well as taking responsabilities for them, and these teams might fill any role, they could be compared to the department command members of the Horizon in that sense. Flagbearers can also rarely be seen commanding ships, generally small shuttle-sized crafts to lead a fireteam, for instance.&lt;br /&gt;
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&#039;&#039;&#039;Shipmaster&#039;&#039;&#039; (Sinta’unathi: Karzuo): The lowest ranks for officers, the Shipmasters, as the name implies, get to command their own ships. Said ships, however, are generally smaller or otherwise less important crafts: Foundation-class Corvettes, ships relagated to lone patrol missions, support and logistics crafts, and so on.&lt;br /&gt;
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&#039;&#039;&#039;Squadronmaster&#039;&#039;&#039; (Sinta’unathi: Uzwezuo): Squadronmasters get to command their own ships as well, though these are very often much more important. Brawlers, Bulwarks, and the occasional support ship if its mission is truly important. As their name suggest, though, their authority extend beyond their own ships. The vessels Squadronmasters lead are rarely alone, and have their own small fleet, a squadron, around them, with strike and escort crafts that are all under their authority.&lt;br /&gt;
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&#039;&#039;&#039;Admiral&#039;&#039;&#039; (Sinta’unathi: Zura’saa): Traditionally called Fleetmasters in the old Moghesian Navy, the Admirals earned their new name as the first modern fleets of the Izweski Navy were formed to differentiate them from their planetary counterpart. The Admirals are tasked with leading an entire fleet, as well as the flag-ship they command from. In practice there are currentlyonly four Admirals, one for each fleet. Beyond being military leaders, Admirals also have some political sway, and are often called to provide advice to the Hegemon itself, [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=170235 for instance when Hegemon Not&#039;zar Izweski gathered the Admirals to discuss about how implicated loyal pirates should be in their service].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vessels and Equipment ===&lt;br /&gt;
When it was first formed at the order of Hegemon S’kresti, the Izweski Navy was a ramshackle collection of vessels - stolen and retrofitted civilian freighters and shuttles, with crudely-mounted weapons - capable of defending against pirates, perhaps, but not of facing any greater threat. Though the Navy was able to threaten the forces of the [[Sol Alliance]] and [[Nralakk Federation]] into withdrawing from Ouerea, no one among the Izweski was under any delusion that if the alien powers had chosen to remain on the planet, the fledgling Navy would have stood a shadow of a chance. &lt;br /&gt;
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Since then, however, enormous strides have been made. The Izweski Navy has vessels of its own, and well-equipped and professional troops aboard them. This is in large part thanks to two factors - the investment of Hephaestus Industries, and the arrival of the K’lax Hive in Uueoa-Esa. Though a Hegemonic shipbuilding guild did exist briefly in the form of Hegeranzi Starworks, it was unable to live up to the Hegemon’s expectations, and was soon absorbed by Hephaestus. With the aid of Hephaestus’s wealth and experience in the field, the earliest versions of Izweski-designed ships began to be produced - which was only amplified by the arrival of the K’lax. Though the Vaurcae had little experience with spaceflight, they had access to technology far beyond the wildest dreams of the Unathi, and their ability for mass industrial work was invaluable. Through working with K’laxan and Hephaestus scientists and engineers, the Izweski Hegemony has begun to produce five main ship classes, as well as various associated shuttles, fighters and gunships - a comprehensive list of which can be found [[Unathi Spaceflight|here]].&lt;br /&gt;
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Many of the Izweski Navy’s military vessels are equipped with weapons produced by human manufacturers - with Kumar Arms rotary guns often being seen on the smaller corvettes and fighters of the Navy. However, their engineers have made great strides in weapon design, and much of the Navy’s modern-day equipment is now Izweski-designed, Izweski-produced and Izweski-wielded. &lt;br /&gt;
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The &#039;&#039;&#039;Hegemony Model I ‘Bruiser’&#039;&#039;&#039; was the first spaceship-mounted weapon to be designed by Izweski engineers - a simple enough design for a heavy ballistic cannon. The Bruiser is also notable for the light weight of its ammunition, allowing an Unathi to carry a shell without need of mechanical assistance - minimizing the expensive equipment that a vessel might require to fight. The Model I Bruiser was inaccurate, slow to fire and prone to overheating, leading to the design of the commonly-used Hegemony Model II ‘Bruiser’, largely seen on the corvettes and destroyers of the Izweski Navy. The Model II is faster, more accurate and capable of firing at much higher velocities, enabling the smaller ships of the Navy to punch above their weight class in battle. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hegemony Model III ‘Fury’&#039;&#039;&#039; is the main armament of Brawler-class destroyers - a heavy mass driver weapon designed by some of the brightest minds of the K’lax. Firing enormous magnetic slugs, the Fury is capable of tearing lightly-armored vessels such as those often flown by pirates to shreds. Each of the Hegemony’s Cataclysm-class vessels is equipped with a full battery of these guns, and the theoretical design of the Hammer-class would also rely on these as its primary weapon.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hegemony Model IV ‘Aperture’&#039;&#039;&#039; is only an armament in name, equipped on most small vessels such as Brawler and Foundation-class vessels, and is essentially a battery of cannons designed to fire boarding pods containing heavily armored Unathi or K’lax warriors into enemy vessels, where they will wreak havoc. The Aperture is the result of Unathi ground forces being much better equipped compared to the navy, and their powerful hardsuits often providing a notable advantage even in space battles. It is usually equipped on smaller, fast-moving vessels as according to Izweski battle doctrine, these vessels should close the engagement distance with an enemy fleet with capital ships providing fire support from a stand-off distance.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hegemony Model V ‘Sk’akh’s Spear’&#039;&#039;&#039; is the first energy weapon designed by the Izweski Navy - a heavy laser cannon, designed to tear through even the heaviest of armor. The size of these cannons leads to an enormous power strain on the vessel, meaning that only the larger ships of the Navy are capable of firing them for any amount of time. Their power drain can also cause wild fluctuations in a vessel’s shields, and while this has not proved a fatal flaw so far, it may prove troublesome for the Navy in future. Due to its design being based on the energy weapons often used by Izweski ground forces, the Model V’s beams have a distinctive golden glow to them - resembling some ancient depictions of the Aspect of the Warrior, and granting it its name.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hegemony Model VI ‘Shieldbreaker’&#039;&#039;&#039; is the other energy weapon currently fielded by the Izweski Navy - an enormous ion cannon, mounted on Bulwark-class vessels. The Shieldbreaker is designed for exactly what its name says - to overwhelm shields and guidance systems of enemy vessels, allowing the fleet to annihilate the helpless vessel. Similarly to the Model V, this weapon drains enormous amounts of power - and due to its electromagnetic pulse, it cannot be fired without first lowering a vessel’s shields. This makes use of the Shieldbreaker a risky, yet potentially battle-shifting prospect for captains - though so far, it has seen little use in battle.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hegemony Model VII ‘Glory’&#039;&#039;&#039; Battery is perhaps the most impressive - at least in theory - design of the Izweski Navy. An enormous railgun battery, so far its only use has been on the Cataclysm-class dreadnoughts, where it makes up the bulk of their long-distance offensive capability. The Glory is capable of firing hundreds of railgun slugs extremely quickly - to devastating effect in all field tests. Though the Cataclysm-class bristles with other weaponry, those who have crewed them tend to speak particularly fondly of the Glory - believing that there is no weapon in the Spur capable of rivaling its sheer power. Whether or not that is true, however, has yet to be determined.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
When it comes to the tactics of the Izweski Hegemony, the first thing that comes to many people’s mind is the tactic of ramming. Popularized in the media, particularly after the formation of the Hegemonic Fleet when its first battles were being fought, contrary to popular opinion, ramming is not the standard Izweski battle strategy. While was once used under the more traditionalist pirate captains who made up the original navy, it has since been phased out by Not’zar’s reforms - as Captains and Admirals are schooled properly on the tactics of space warfare. However, despite this schooling, it still remains within the public consciousness and many young captains, eager to win fame and glory for themselves, will unnecessarily resort to it, causing severe damage to their vessels in doing so. This high-risk behavior is often strictly punished by high command, with Lord-Admiral Yizarus having reportedly to throw any captain foolish enough to attempt such a maneuver out an airlock.&lt;br /&gt;
&lt;br /&gt;
The preferred Izweski battle tactic is one of stand-off and rush, using their capital ships&#039; powerful weaponry to cripple the enemy, while the faster Brawlers and other escorts close distance with the enemy fleet in order to employ their &#039;&#039;&#039;Apertures&#039;&#039;&#039;. The secondary reasoning behind this tactic is an economic one. The Hegemony has never been a rich nation, and replacing capital ships lost in action is an expensive undertaking, one that is better avoided if possible. This tactic has been used to much effect in the past, but only against pirate fleets, rather than other professional interstellar navies. However, it comes with one main drawback in the modern day, the lack of capital ships available to the Izweski Navy. With the ongoing phoron scarcity, the Hegemony does not have enough phoron to effectively power the bluespace drives of its larger ships, leaving them stranded in orbit around key planets within the Uueoa-Esa system, such as Moghes, Ouerea, and Tret. The lack of these capital ships has diminished the effectiveness of the Izweski’s main battle tactic, making it almost impossible for smaller ships to close the distance with enemy forces without taking unacceptable losses. There have been many proposed changes to account for this, but for now, the navy seems to still be unable to effectively cope with the loss of their biggest vessels.&lt;br /&gt;
&lt;br /&gt;
Yet these common tactics, even at full effectiveness, go directly against the supposed strategy of the navy. In theory, the Izweski Navy embraces a strategy of hit and run, harassing enemy vessels before quickly maneuvering out of engagement range before battle can begin in earnest. However in order to board troops, a key part of Izweski Tactics, vessels must get close to enemy formations, significantly hindering their ability to flee before being destroyed or otherwise receiving damage. The Hegemony so far has not yet encountered an issue with this, as the strategy of hit and run is only considered a strategy against “near-peer” foes such as other nations interstellar navies. Yet, it goes to illustrate the core failing of the Hegemonic Navy, being a new force that has not yet had the time others have to properly develop strategies and tactics that synergize with each other.&lt;br /&gt;
&lt;br /&gt;
==== Admirals ====&lt;br /&gt;
The admirals of the Izweski Navy are each skilled tacticians - with Lord-Admiral Yizarus especially having been celebrated as the mind behind many of the victories that the Navy has achieved in recent years. Each of them has a unique approach to battle, and while their opportunities for a true test have been limited so far, even the most hardline opponent of the Hegemon must admit that he has chosen well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord-Admiral Yizarus&#039;&#039;&#039; is known for his patience and harshness - an odd combination. He punishes failure among his officers strongly, and though it is the nature of an admiral’s position that sacrifices must be made, he is feared and respected in equal measure for his willingness to make such difficult choices with little hesitation. His patience manifests in his tactics - where other commanders may rush in, Yizarus is seemingly always calm, collected and capable of making a strategic decision.  It is rumored that some of the crew of the Lord-Admiral’s flagship, the famed &#039;&#039;&#039;HMV Cataclysm&#039;&#039;&#039;, have a running bet as to who can get the infamously stone-faced Yizarus to laugh. The current pot is believed to sit somewhere around four thousand credits, six kegs of xuizi, and a Siro-class fighter. To date, no one has been able to claim the prize. This unflappable exterior, combined with his prowess as a defensive commander,  has led the Lord-Admiral to be nicknamed ‘Old Ironscales’ by his men - though never to his face. Yizarus has been a foundational figure in the modern Izweski Navy - and should war come to the Hegemony, it has never been a question who will be leading its navy into the fray.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord-Admiral Gour&#039;za&#039;&#039;&#039;, of the Second Fleet, is known for his rapid and aggressive tactics - often engaging in strategies that his peers have criticized as reckless, though these strategies have succeeded far more than they have failed. Part of this aggression in battle is due to his precarious position - as a commoner raised to such a high rank, he knows that he must do twice as well as his rivals for half the acclaim, for the slightest slipup could be used as an excuse to strip his rank from him. Gour’za is considered something of a maverick among the Izweski court - unfamiliar with the usual manner in which a nobleman conducts war, yet brilliantly and astoundingly effective at it. Due to his lowly origins, Gour’za is loved by the enlisted, and often despised by the officers of his fleet - with the former viewing him as an aspirational figure, who rose to the ranks of the aristocracy and proved himself better than all of them. Many among the noble officers, however, tend to view him as a jumped-up commoner with no business giving them orders - though these thoughts are best-left unexpressed, as Gour’za is all too willing to crack down on dissent within his fleet. The nobles have all manner of names for Gour’za, best left unsaid - but the enlisted men of his fleet know him by one name, “The Hegemon’s Spear”. Wherever enemies of the Izweski may wait, the enlisted of the Second Fleet know one man who will be leading the assault - and based on his history, may well be leading it to victory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord-Admiral Za’Akaix’Xitac K’lax&#039;&#039;&#039;, of the Fourth Fleet, is by far the most distinctive of the Izweski Navy’s admirals. The K’laxan Warrior is young, having emerged from virtual reality ten years ago - but it has rapidly proven its unorthodox genius in command, rising to become the Queen Vedhra’s personal military advisor prior to its appointment to the Navy. There is a reason the Third Fleet, prior to its inactivity, was known as the ‘Xsain Fleet’ - and it is not just due to the Vaurca commanding them. Xitac’s tactics are incomprehensible, baffling and often appear insane - yet so far, the Vaurca admiral has gone undefeated in battle, often relying on seemingly random chance to deliver a victory. Some speculate this is due to some hidden Vaurca technology, or the processing power of the Cephalons allowing Xitac to predict the future - but whatever the case, the Sinta of the Third Fleet, wherever they may be now, have grown proud of their alien commander, proclaiming the virtues of “Xitac the Undefeated” to their fellows in other fleets. Xitac is alien, often incomprehensible, and if reports are to be believed, downright terrifying to actually speak to - but the warriors of the Third would rather follow no one else, to the ends of the Spur and beyond. A common saying among the former Third Fleet regarding their admiral expresses this perfectly - “We’d fly to the Chained Waste and back if the Xsain ordered us - and he would.”&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=Geckobox1&amp;diff=33956</id>
		<title>Geckobox1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Geckobox1&amp;diff=33956"/>
		<updated>2024-07-24T12:22:10Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;((to put here: https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure#Naval_Personnel_and_Equipment ))&lt;br /&gt;
&lt;br /&gt;
=== Personnel ===&lt;br /&gt;
The navy, much like the ground forces of the Hegemony, is broken up into two distinct personnel categories. The officer corps, composed of mainly nobility and some K’lax Warriors; and the enlisted, which is an odd collection of Unathi Peasantry, K’laxan Vaurcae, and even some lesser nobility who were unable to become officers immediately. They use the same ranking system as the Hegemonic ground forces, with key differences in the officer ranks - based instead on human interstellar navies, with officers given far more power over their assigned ships. The biggest difference of naval officers though is their position as a standing force of the Hegemon. Instead of being loyal to vassals or other Lords of the Hegemony, naval officers swear fealty directly to Not’zar, making the navy his and his alone, granting the Izweski total control of the star lanes. This is not the case for enlisted crew, who instead swear fealty to the officers(lords) of their ships, swearing new oaths every time they are transferred from one ship to another, or a ship command is changed. It is this that allows Hegemonic naval officers to take the title of Lord-Rank, instead of a simple rank, such as Lord-Admiral Trazial Yizarus, the most famous Unathi naval commander. [[File:Izharshan.png|thumb|right|A refitted ship going through space. Ships like these were what made up the vast majority of the original Izweski Navy.]]&lt;br /&gt;
&lt;br /&gt;
However, having enlisted crew swear allegiance to their officers instead of the Hegemon directly has been met with criticism by some, most notably Mirazuz Izweski himself, and not without reason. When Hegemon S’kresti fell into a coma in 2458, a succession crisis erupted within the Hegemony between Not’zar, Skresti’s eldest son, and Lord S’linzar Ickza, S’kresti’s son-in-law, over who should be given the title of Lord Regent. Half the fleet officers defected from the Izweski Clan under the command of Lord-Admiral Azikyui Yizarus, Trazial’s younger brother - and the enlisted men, bound by oaths to their officers, went along with them. While the crisis was averted, and Not’zar eventually placed as Lord-Regent of the Hegemony, it illustrated the potential issue of disloyal officers, particularly those who were from the original pirate fleet assembled by S’kresti. Not’zar would respond to this by initiating a fleet-wide purge of officers under the direction of Lord-Admiral Trazial Yizarus - who had sided with the Lord-Regent during the crisis - in order to turn the naval officer corps into not only a professional force, but one that was loyal to the Izweski alone. This purge laid the foundation of the modern officer corps known today, with sweeping reforms that for the first time opened education centers similar to officer-candidate-schools, where potential officers would be taught the fine points of space warfare, while also heavily indoctrinated with engrained senses of loyalty to the Izweski. Yizarus would use his powers as director of the purge to install many of his clan within the reformed officer corps, resulting in clan Yizarus making up a vast majority of the navy&#039;s higher ranking members. With the arrival of the K’lax, Not’zar saw an opportunity to expand these schools as well as the navy itself, and began inducting K’lax as not only instructors, but officers for his new fleet. Today, the officer corps of the Hegemonic navy is composed of military professionals, who despite using outdated tactics, are loyal and eager to serve their Hegemon and his clan, but who will also never forget the betrayal of half the fleet during the succession crisis.&lt;br /&gt;
&lt;br /&gt;
For the enlisted however, the story is different. Little has changed for them since the Hegemonic Navy was first formed, and they toil under their officers the same way they always have. Ships have become more modern and training generally become higher quality, but for many advanced tasks, officers are still relied upon. For many of the enlisted ranks, they are keenly aware that despite having reached a pinnacle of what may be their military careers, and trained beyond what even some armsmen undergo, they are still lessers of their officers, who view the enlisted as little more than rabble whose help is needed to run the ship in combat. The enlisted members of the navy are trained to do their tasks in rote order, doing one thing after the other day in and day out, rather than truly thinking for themselves. Onboard a Hegemonic vessel, whenever serious repairs are undertaken or things outside of what enlisted would consider their daily tasks done, it is common to see officers holding the tools, or completing the task; though sometimes, a particularly trusted enlisted man might be given a rank similar to standard-bearer, plus some extra training, and work in an officers stead. This lack of intensive training for the enlisted of the navy is born out of a mistrust by the nobility of the Hegemony, who Not’zar was forced to yield to. The biggest concern for any noble is that a peasant uprising would be able to occur aboard one of the vessels of the Hegemonic Navy, and that the peasants, once in control, would be able to effectively operate the vessel. Therefore, outside of the countless minor tasks needed to keep a starship functioning, the training of larger operations, such as firing the weaponry, piloting, and so forth, is entrusted only to the majority noble officer corps.&lt;br /&gt;
&lt;br /&gt;
It is debatable what effect this has had on the effectiveness of the Hegemonic Navy. One could argue it has no effect at all, but that would only be because the Navy’s tactics are so outdated that their baseline effectiveness is too low for this type of stringent difference in training to have an effect. What is more important is the effect that this has on the Navy’s morale. While officers generally live in good conditions, well compensated for their service with a high degree of freedom, the enlisted ranks find themselves curtailed, poorly-compensated, and looked down upon by their officers. Morale within the enlisted ranks is therefore incredibly poor, with consequences for the Hegemonic Navy. Under Not’zar’s reforms post-succession crisis, he believed that the enlisted ranks could be filled out on a volunteer basis - a man would volunteer for a set term, before either re-enlisting or being discharged to pursue other goals. Due to poor morale, re-enlistment rates within the navy are incredibly low, near twenty percent for non-Vaurca, resulting in what many call a “revolving door scenario” where men simply move through the navy instead of remaining in it. These men mostly look beyond Moghes to the rest of the stars for future work, using their limited experience with the Hegemonic Navy to secure positions with human megacorporations throughout the rest of civilized space. So far, there has been no attempt to reform the navy to deal with this problem, as the Hegemony has been dealing with more pressing matters. Mizaruz Izweski has begun to make noises about it, calling it a shame, and pushing the Hegemony - most notably the Yizarus clan - to begin reforming the navy so that it may better treat its enlisted members, and thereby hold onto them for longer.&lt;br /&gt;
&lt;br /&gt;
As the Navy and the Kataphract Guild have served similar roles - acting as forces directly answerable to the Hegemony - it is perhaps natural that a rivalry has developed between the two groups. Some among the Navy’s personnel tend to, though with respect for their prowess in combat, view the Kataphracts as arrogant - seeing their adherence to ancient tradition as nothing more than a way to make themselves seem more grand, and their mercenary work across the wider Spur as a dereliction of duty. The worst views of the Kataphracts among the navy see the wandering knights as treating their service to the Hegemon as an inconvenient fact rather than a duty, and wasting the resources given them by the Izweski on wandering about the Spur going on adventures. &lt;br /&gt;
&lt;br /&gt;
The Kataphracts, meanwhile, have a similar opinion of the Navy - believing that, though they provide a necessary service, they are not true warriors, only experiencing combat from across the vastness of space - and that their insistence on looking down on those who serve the Hegemon elsewhere dishonors them. Though the two groups have often cooperated in military actions, there is a general spirit of competition and one-upping between Kataphracts and Naval forces when this does occur - with the Kataphract-Hopefuls tending to become far more invested in the rivalry than their superiors.&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;
Ranks of the Izweski Navy&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Naval Auxiliary&#039;&#039;&#039; (Sinta’unathi: Zurekeha): As the navy is a fully professional army, there are no such things as levies. Thus, despite similar names, Naval Auxiliaries do not work exactly like their planetary counterparts. Naval Auxiliaries are, for all intent and purposes, a new recuit still learning about life on a ship. These can fill many roles so long as they are supervised by other crewmembers, when they are not taking care of chores across the ship. Auxiliary are paid a pittance, but thankfully rarely stay at this rank for long, as it generally takes just a month or two for them to reach the rank of Shipman.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shipman&#039;&#039;&#039; (Sinta’unathi: Zunha): The backbone of the Izweski Navy, the Shipmen can tend to anything across a ship, from security to cooking, from logistics to gunnery, boarding and EVA combat to engineering. Shipmens are never seen operating on their own, unless something went truly wrong, and are instead under the constant of authority of another superior, no matter their situation or role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naval Specialist&#039;&#039;&#039; (Sinta’unathi: Zuozas): Much like with their planteray counterparts, this is an in-between rank, applied to shipmen with skills outside of combat that are of use on the battlefield. This rank is frequently used for medics, engineers, technicians, chaplains and any others, an odd mixture of any and all specialists within a lord’s military force. Though the Navy happens to have a little more women in its ranks than in the plantary force, the rank of specialist is still the place where they are more often seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flagbearer&#039;&#039;&#039; (Sinta’unathi: Zuruki): As the name suggests, the Flagbearers work much like their planteray counterparts as well. They are tasked with leading entire teams as well as taking responsabilities for them, and these teams might fill any role, they could be compared to the department command members of the Horizon in that sense. Flagbearers can also rarely be seen commanding ships, generally small shuttle-sized crafts to lead a fireteam, for instance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shipmaster&#039;&#039;&#039; (Sinta’unathi: Karzuo): The lowest ranks for officers, the Shipmasters, as the name implies, get to command their own ships. Said ships, however, are generally smaller or otherwise less important crafts: Foundation-class Corvettes, ships relagated to lone patrol missions, support and logistics crafts, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadronmaster&#039;&#039;&#039; (Sinta’unathi: Uzwezuo): Squadronmasters get to command their own ships as well, though these are very often much more important. Brawlers, Bulwarks, and the occasional support ship if its mission is truly important. As their name suggest, though, their authority extend beyond their own ships. The vessels Squadronmasters lead are rarely alone, and have their own small fleet, a squadron, around them, with strike and escort crafts that are all under their authority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Admiral&#039;&#039;&#039; (Sinta’unathi: Zura’saa): Traditionally called Fleetmasters in the old Moghesian Navy, the Admirals earned their new name as the first modern fleets of the Izweski Navy were formed to differentiate them from their planetary counterpart. The Admirals are tasked with leading an entire fleet, as well as the flag-ship they command from. In practice there are currentlyonly four Admirals, one for each fleet. Beyond being military leaders, Admirals also have some political sway, and are often called to provide advice to the Hegemon itself, [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=170235 for instance when Hegemon Not&#039;zar Izweski gathered the Admirals to discuss about how implicated loyal pirates should be in their service].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Geckobox1&amp;diff=33955</id>
		<title>Geckobox1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Geckobox1&amp;diff=33955"/>
		<updated>2024-07-24T12:21:44Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;((to put here: https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure#Naval_Personnel_and_Equipment ))&lt;br /&gt;
&lt;br /&gt;
=== Personnel ===&lt;br /&gt;
The navy, much like the ground forces of the Hegemony, is broken up into two distinct personnel categories. The officer corps, composed of mainly nobility and some K’lax Warriors; and the enlisted, which is an odd collection of Unathi Peasantry, K’laxan Vaurcae, and even some lesser nobility who were unable to become officers immediately. They use the same ranking system as the Hegemonic ground forces, with key differences in the officer ranks - based instead on human interstellar navies, with officers given far more power over their assigned ships. The biggest difference of naval officers though is their position as a standing force of the Hegemon. Instead of being loyal to vassals or other Lords of the Hegemony, naval officers swear fealty directly to Not’zar, making the navy his and his alone, granting the Izweski total control of the star lanes. This is not the case for enlisted crew, who instead swear fealty to the officers(lords) of their ships, swearing new oaths every time they are transferred from one ship to another, or a ship command is changed. It is this that allows Hegemonic naval officers to take the title of Lord-Rank, instead of a simple rank, such as Lord-Admiral Trazial Yizarus, the most famous Unathi naval commander.&lt;br /&gt;
&lt;br /&gt;
However, having enlisted crew swear allegiance to their officers instead of the Hegemon directly has been met with criticism by some, most notably Mirazuz Izweski himself, and not without reason. When Hegemon S’kresti fell into a coma in 2458, a succession crisis erupted within the Hegemony between Not’zar, Skresti’s eldest son, and Lord S’linzar Ickza, S’kresti’s son-in-law, over who should be given the title of Lord Regent. Half the fleet officers defected from the Izweski Clan under the command of Lord-Admiral Azikyui Yizarus, Trazial’s younger brother - and the enlisted men, bound by oaths to their officers, went along with them. While the crisis was averted, and Not’zar eventually placed as Lord-Regent of the Hegemony, it illustrated the potential issue of disloyal officers, particularly those who were from the original pirate fleet assembled by S’kresti. Not’zar would respond to this by initiating a fleet-wide purge of officers under the direction of Lord-Admiral Trazial Yizarus - who had sided with the Lord-Regent during the crisis - in order to turn the naval officer corps into not only a professional force, but one that was loyal to the Izweski alone. This purge laid the foundation of the modern officer corps known today, with sweeping reforms that for the first time opened education centers similar to officer-candidate-schools, where potential officers would be taught the fine points of space warfare, while also heavily indoctrinated with engrained senses of loyalty to the Izweski. Yizarus would use his powers as director of the purge to install many of his clan within the reformed officer corps, resulting in clan Yizarus making up a vast majority of the navy&#039;s higher ranking members. With the arrival of the K’lax, Not’zar saw an opportunity to expand these schools as well as the navy itself, and began inducting K’lax as not only instructors, but officers for his new fleet. Today, the officer corps of the Hegemonic navy is composed of military professionals, who despite using outdated tactics, are loyal and eager to serve their Hegemon and his clan, but who will also never forget the betrayal of half the fleet during the succession crisis.&lt;br /&gt;
&lt;br /&gt;
For the enlisted however, the story is different. Little has changed for them since the Hegemonic Navy was first formed, and they toil under their officers the same way they always have. Ships have become more modern and training generally become higher quality, but for many advanced tasks, officers are still relied upon. For many of the enlisted ranks, they are keenly aware that despite having reached a pinnacle of what may be their military careers, and trained beyond what even some armsmen undergo, they are still lessers of their officers, who view the enlisted as little more than rabble whose help is needed to run the ship in combat. The enlisted members of the navy are trained to do their tasks in rote order, doing one thing after the other day in and day out, rather than truly thinking for themselves. Onboard a Hegemonic vessel, whenever serious repairs are undertaken or things outside of what enlisted would consider their daily tasks done, it is common to see officers holding the tools, or completing the task; though sometimes, a particularly trusted enlisted man might be given a rank similar to standard-bearer, plus some extra training, and work in an officers stead. This lack of intensive training for the enlisted of the navy is born out of a mistrust by the nobility of the Hegemony, who Not’zar was forced to yield to. The biggest concern for any noble is that a peasant uprising would be able to occur aboard one of the vessels of the Hegemonic Navy, and that the peasants, once in control, would be able to effectively operate the vessel. Therefore, outside of the countless minor tasks needed to keep a starship functioning, the training of larger operations, such as firing the weaponry, piloting, and so forth, is entrusted only to the majority noble officer corps.&lt;br /&gt;
&lt;br /&gt;
It is debatable what effect this has had on the effectiveness of the Hegemonic Navy. One could argue it has no effect at all, but that would only be because the Navy’s tactics are so outdated that their baseline effectiveness is too low for this type of stringent difference in training to have an effect. What is more important is the effect that this has on the Navy’s morale. While officers generally live in good conditions, well compensated for their service with a high degree of freedom, the enlisted ranks find themselves curtailed, poorly-compensated, and looked down upon by their officers. Morale within the enlisted ranks is therefore incredibly poor, with consequences for the Hegemonic Navy. Under Not’zar’s reforms post-succession crisis, he believed that the enlisted ranks could be filled out on a volunteer basis - a man would volunteer for a set term, before either re-enlisting or being discharged to pursue other goals. Due to poor morale, re-enlistment rates within the navy are incredibly low, near twenty percent for non-Vaurca, resulting in what many call a “revolving door scenario” where men simply move through the navy instead of remaining in it. These men mostly look beyond Moghes to the rest of the stars for future work, using their limited experience with the Hegemonic Navy to secure positions with human megacorporations throughout the rest of civilized space. So far, there has been no attempt to reform the navy to deal with this problem, as the Hegemony has been dealing with more pressing matters. Mizaruz Izweski has begun to make noises about it, calling it a shame, and pushing the Hegemony - most notably the Yizarus clan - to begin reforming the navy so that it may better treat its enlisted members, and thereby hold onto them for longer.&lt;br /&gt;
&lt;br /&gt;
As the Navy and the Kataphract Guild have served similar roles - acting as forces directly answerable to the Hegemony - it is perhaps natural that a rivalry has developed between the two groups. Some among the Navy’s personnel tend to, though with respect for their prowess in combat, view the Kataphracts as arrogant - seeing their adherence to ancient tradition as nothing more than a way to make themselves seem more grand, and their mercenary work across the wider Spur as a dereliction of duty. The worst views of the Kataphracts among the navy see the wandering knights as treating their service to the Hegemon as an inconvenient fact rather than a duty, and wasting the resources given them by the Izweski on wandering about the Spur going on adventures. &lt;br /&gt;
&lt;br /&gt;
The Kataphracts, meanwhile, have a similar opinion of the Navy - believing that, though they provide a necessary service, they are not true warriors, only experiencing combat from across the vastness of space - and that their insistence on looking down on those who serve the Hegemon elsewhere dishonors them. Though the two groups have often cooperated in military actions, there is a general spirit of competition and one-upping between Kataphracts and Naval forces when this does occur - with the Kataphract-Hopefuls tending to become far more invested in the rivalry than their superiors.&lt;br /&gt;
&lt;br /&gt;
[[File:Izharshan.png|thumb|right|A refitted ship going through space. Ships like these were what made up the vast majority of the original Izweski Navy.]]&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;
Ranks of the Izweski Navy&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Naval Auxiliary&#039;&#039;&#039; (Sinta’unathi: Zurekeha): As the navy is a fully professional army, there are no such things as levies. Thus, despite similar names, Naval Auxiliaries do not work exactly like their planetary counterparts. Naval Auxiliaries are, for all intent and purposes, a new recuit still learning about life on a ship. These can fill many roles so long as they are supervised by other crewmembers, when they are not taking care of chores across the ship. Auxiliary are paid a pittance, but thankfully rarely stay at this rank for long, as it generally takes just a month or two for them to reach the rank of Shipman.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shipman&#039;&#039;&#039; (Sinta’unathi: Zunha): The backbone of the Izweski Navy, the Shipmen can tend to anything across a ship, from security to cooking, from logistics to gunnery, boarding and EVA combat to engineering. Shipmens are never seen operating on their own, unless something went truly wrong, and are instead under the constant of authority of another superior, no matter their situation or role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naval Specialist&#039;&#039;&#039; (Sinta’unathi: Zuozas): Much like with their planteray counterparts, this is an in-between rank, applied to shipmen with skills outside of combat that are of use on the battlefield. This rank is frequently used for medics, engineers, technicians, chaplains and any others, an odd mixture of any and all specialists within a lord’s military force. Though the Navy happens to have a little more women in its ranks than in the plantary force, the rank of specialist is still the place where they are more often seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flagbearer&#039;&#039;&#039; (Sinta’unathi: Zuruki): As the name suggests, the Flagbearers work much like their planteray counterparts as well. They are tasked with leading entire teams as well as taking responsabilities for them, and these teams might fill any role, they could be compared to the department command members of the Horizon in that sense. Flagbearers can also rarely be seen commanding ships, generally small shuttle-sized crafts to lead a fireteam, for instance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shipmaster&#039;&#039;&#039; (Sinta’unathi: Karzuo): The lowest ranks for officers, the Shipmasters, as the name implies, get to command their own ships. Said ships, however, are generally smaller or otherwise less important crafts: Foundation-class Corvettes, ships relagated to lone patrol missions, support and logistics crafts, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadronmaster&#039;&#039;&#039; (Sinta’unathi: Uzwezuo): Squadronmasters get to command their own ships as well, though these are very often much more important. Brawlers, Bulwarks, and the occasional support ship if its mission is truly important. As their name suggest, though, their authority extend beyond their own ships. The vessels Squadronmasters lead are rarely alone, and have their own small fleet, a squadron, around them, with strike and escort crafts that are all under their authority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Admiral&#039;&#039;&#039; (Sinta’unathi: Zura’saa): Traditionally called Fleetmasters in the old Moghesian Navy, the Admirals earned their new name as the first modern fleets of the Izweski Navy were formed to differentiate them from their planetary counterpart. The Admirals are tasked with leading an entire fleet, as well as the flag-ship they command from. In practice there are currentlyonly four Admirals, one for each fleet. Beyond being military leaders, Admirals also have some political sway, and are often called to provide advice to the Hegemon itself, [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=170235 for instance when Hegemon Not&#039;zar Izweski gathered the Admirals to discuss about how implicated loyal pirates should be in their service].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Geckobox1&amp;diff=33954</id>
		<title>Geckobox1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Geckobox1&amp;diff=33954"/>
		<updated>2024-07-24T12:21:17Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;((to put here: https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure#Naval_Personnel_and_Equipment ))&lt;br /&gt;
&lt;br /&gt;
=== Personnel ===&lt;br /&gt;
The navy, much like the ground forces of the Hegemony, is broken up into two distinct personnel categories. The officer corps, composed of mainly nobility and some K’lax Warriors; and the enlisted, which is an odd collection of Unathi Peasantry, K’laxan Vaurcae, and even some lesser nobility who were unable to become officers immediately. They use the same ranking system as the Hegemonic ground forces, with key differences in the officer ranks - based instead on human interstellar navies, with officers given far more power over their assigned ships. The biggest difference of naval officers though is their position as a standing force of the Hegemon. Instead of being loyal to vassals or other Lords of the Hegemony, naval officers swear fealty directly to Not’zar, making the navy his and his alone, granting the Izweski total control of the star lanes. This is not the case for enlisted crew, who instead swear fealty to the officers(lords) of their ships, swearing new oaths every time they are transferred from one ship to another, or a ship command is changed. It is this that allows Hegemonic naval officers to take the title of Lord-Rank, instead of a simple rank, such as Lord-Admiral Trazial Yizarus, the most famous Unathi naval commander.&lt;br /&gt;
&lt;br /&gt;
However, having enlisted crew swear allegiance to their officers instead of the Hegemon directly has been met with criticism by some, most notably Mirazuz Izweski himself, and not without reason. When Hegemon S’kresti fell into a coma in 2458, a succession crisis erupted within the Hegemony between Not’zar, Skresti’s eldest son, and Lord S’linzar Ickza, S’kresti’s son-in-law, over who should be given the title of Lord Regent. Half the fleet officers defected from the Izweski Clan under the command of Lord-Admiral Azikyui Yizarus, Trazial’s younger brother - and the enlisted men, bound by oaths to their officers, went along with them. While the crisis was averted, and Not’zar eventually placed as Lord-Regent of the Hegemony, it illustrated the potential issue of disloyal officers, particularly those who were from the original pirate fleet assembled by S’kresti. Not’zar would respond to this by initiating a fleet-wide purge of officers under the direction of Lord-Admiral Trazial Yizarus - who had sided with the Lord-Regent during the crisis - in order to turn the naval officer corps into not only a professional force, but one that was loyal to the Izweski alone. This purge laid the foundation of the modern officer corps known today, with sweeping reforms that for the first time opened education centers similar to officer-candidate-schools, where potential officers would be taught the fine points of space warfare, while also heavily indoctrinated with engrained senses of loyalty to the Izweski. Yizarus would use his powers as director of the purge to install many of his clan within the reformed officer corps, resulting in clan Yizarus making up a vast majority of the navy&#039;s higher ranking members. With the arrival of the K’lax, Not’zar saw an opportunity to expand these schools as well as the navy itself, and began inducting K’lax as not only instructors, but officers for his new fleet. Today, the officer corps of the Hegemonic navy is composed of military professionals, who despite using outdated tactics, are loyal and eager to serve their Hegemon and his clan, but who will also never forget the betrayal of half the fleet during the succession crisis.&lt;br /&gt;
&lt;br /&gt;
For the enlisted however, the story is different. Little has changed for them since the Hegemonic Navy was first formed, and they toil under their officers the same way they always have. Ships have become more modern and training generally become higher quality, but for many advanced tasks, officers are still relied upon. For many of the enlisted ranks, they are keenly aware that despite having reached a pinnacle of what may be their military careers, and trained beyond what even some armsmen undergo, they are still lessers of their officers, who view the enlisted as little more than rabble whose help is needed to run the ship in combat. The enlisted members of the navy are trained to do their tasks in rote order, doing one thing after the other day in and day out, rather than truly thinking for themselves. Onboard a Hegemonic vessel, whenever serious repairs are undertaken or things outside of what enlisted would consider their daily tasks done, it is common to see officers holding the tools, or completing the task; though sometimes, a particularly trusted enlisted man might be given a rank similar to standard-bearer, plus some extra training, and work in an officers stead. This lack of intensive training for the enlisted of the navy is born out of a mistrust by the nobility of the Hegemony, who Not’zar was forced to yield to. The biggest concern for any noble is that a peasant uprising would be able to occur aboard one of the vessels of the Hegemonic Navy, and that the peasants, once in control, would be able to effectively operate the vessel. Therefore, outside of the countless minor tasks needed to keep a starship functioning, the training of larger operations, such as firing the weaponry, piloting, and so forth, is entrusted only to the majority noble officer corps.&lt;br /&gt;
&lt;br /&gt;
It is debatable what effect this has had on the effectiveness of the Hegemonic Navy. One could argue it has no effect at all, but that would only be because the Navy’s tactics are so outdated that their baseline effectiveness is too low for this type of stringent difference in training to have an effect. What is more important is the effect that this has on the Navy’s morale. While officers generally live in good conditions, well compensated for their service with a high degree of freedom, the enlisted ranks find themselves curtailed, poorly-compensated, and looked down upon by their officers. Morale within the enlisted ranks is therefore incredibly poor, with consequences for the Hegemonic Navy. Under Not’zar’s reforms post-succession crisis, he believed that the enlisted ranks could be filled out on a volunteer basis - a man would volunteer for a set term, before either re-enlisting or being discharged to pursue other goals. Due to poor morale, re-enlistment rates within the navy are incredibly low, near twenty percent for non-Vaurca, resulting in what many call a “revolving door scenario” where men simply move through the navy instead of remaining in it. These men mostly look beyond Moghes to the rest of the stars for future work, using their limited experience with the Hegemonic Navy to secure positions with human megacorporations throughout the rest of civilized space. So far, there has been no attempt to reform the navy to deal with this problem, as the Hegemony has been dealing with more pressing matters. Mizaruz Izweski has begun to make noises about it, calling it a shame, and pushing the Hegemony - most notably the Yizarus clan - to begin reforming the navy so that it may better treat its enlisted members, and thereby hold onto them for longer.&lt;br /&gt;
&lt;br /&gt;
As the Navy and the Kataphract Guild have served similar roles - acting as forces directly answerable to the Hegemony - it is perhaps natural that a rivalry has developed between the two groups. Some among the Navy’s personnel tend to, though with respect for their prowess in combat, view the Kataphracts as arrogant - seeing their adherence to ancient tradition as nothing more than a way to make themselves seem more grand, and their mercenary work across the wider Spur as a dereliction of duty. The worst views of the Kataphracts among the navy see the wandering knights as treating their service to the Hegemon as an inconvenient fact rather than a duty, and wasting the resources given them by the Izweski on wandering about the Spur going on adventures. &lt;br /&gt;
&lt;br /&gt;
The Kataphracts, meanwhile, have a similar opinion of the Navy - believing that, though they provide a necessary service, they are not true warriors, only experiencing combat from across the vastness of space - and that their insistence on looking down on those who serve the Hegemon elsewhere dishonors them. Though the two groups have often cooperated in military actions, there is a general spirit of competition and one-upping between Kataphracts and Naval forces when this does occur - with the Kataphract-Hopefuls tending to become far more invested in the rivalry than their superiors.&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;
Ranks of the Izweski Navy&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Naval Auxiliary&#039;&#039;&#039; (Sinta’unathi: Zurekeha): As the navy is a fully professional army, there are no such things as levies. Thus, despite similar names, Naval Auxiliaries do not work exactly like their planetary counterparts. Naval Auxiliaries are, for all intent and purposes, a new recuit still learning about life on a ship. These can fill many roles so long as they are supervised by other crewmembers, when they are not taking care of chores across the ship. Auxiliary are paid a pittance, but thankfully rarely stay at this rank for long, as it generally takes just a month or two for them to reach the rank of Shipman.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shipman&#039;&#039;&#039; (Sinta’unathi: Zunha): The backbone of the Izweski Navy, the Shipmen can tend to anything across a ship, from security to cooking, from logistics to gunnery, boarding and EVA combat to engineering. Shipmens are never seen operating on their own, unless something went truly wrong, and are instead under the constant of authority of another superior, no matter their situation or role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naval Specialist&#039;&#039;&#039; (Sinta’unathi: Zuozas): Much like with their planteray counterparts, this is an in-between rank, applied to shipmen with skills outside of combat that are of use on the battlefield. This rank is frequently used for medics, engineers, technicians, chaplains and any others, an odd mixture of any and all specialists within a lord’s military force. Though the Navy happens to have a little more women in its ranks than in the plantary force, the rank of specialist is still the place where they are more often seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flagbearer&#039;&#039;&#039; (Sinta’unathi: Zuruki): As the name suggests, the Flagbearers work much like their planteray counterparts as well. They are tasked with leading entire teams as well as taking responsabilities for them, and these teams might fill any role, they could be compared to the department command members of the Horizon in that sense. Flagbearers can also rarely be seen commanding ships, generally small shuttle-sized crafts to lead a fireteam, for instance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shipmaster&#039;&#039;&#039; (Sinta’unathi: Karzuo): The lowest ranks for officers, the Shipmasters, as the name implies, get to command their own ships. Said ships, however, are generally smaller or otherwise less important crafts: Foundation-class Corvettes, ships relagated to lone patrol missions, support and logistics crafts, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadronmaster&#039;&#039;&#039; (Sinta’unathi: Uzwezuo): Squadronmasters get to command their own ships as well, though these are very often much more important. Brawlers, Bulwarks, and the occasional support ship if its mission is truly important. As their name suggest, though, their authority extend beyond their own ships. The vessels Squadronmasters lead are rarely alone, and have their own small fleet, a squadron, around them, with strike and escort crafts that are all under their authority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Admiral&#039;&#039;&#039; (Sinta’unathi: Zura’saa): Traditionally called Fleetmasters in the old Moghesian Navy, the Admirals earned their new name as the first modern fleets of the Izweski Navy were formed to differentiate them from their planetary counterpart. The Admirals are tasked with leading an entire fleet, as well as the flag-ship they command from. In practice there are currentlyonly four Admirals, one for each fleet. Beyond being military leaders, Admirals also have some political sway, and are often called to provide advice to the Hegemon itself, [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=170235 for instance when Hegemon Not&#039;zar Izweski gathered the Admirals to discuss about how implicated loyal pirates should be in their service].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Izharshan.png|thumb|right|A refitted ship going through space. Ships like these were what made up the vast majority of the original Izweski Navy.]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=33953</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=33953"/>
		<updated>2024-07-24T10:43:24Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Language */&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;
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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;
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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;
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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;
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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;
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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;
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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;
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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;
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=== Gender Roles ===&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;
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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;&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;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;
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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;
&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;
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{{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 station,&#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;
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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;
&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;
[[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=User:Captain_Gecko&amp;diff=33952</id>
		<title>User:Captain Gecko</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Captain_Gecko&amp;diff=33952"/>
		<updated>2024-07-24T10:29:22Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Local lizard enthusiast, enjoyer of all things anomalous.&lt;br /&gt;
Currently Unathi lore deputy, since December 2021.&lt;br /&gt;
&lt;br /&gt;
Contact at &#039;&#039;CAPTGecko&#039;&#039; on discord, or see me on the [https://forums.aurorastation.org/profile/1665-captain-gecko/ &#039;&#039;forums&#039;&#039;].&lt;br /&gt;
&lt;br /&gt;
Some of my lore work:&lt;br /&gt;
* Unathi Biology Update&lt;br /&gt;
* Unathi Pirate Fleets&lt;br /&gt;
* Unathi history rework (moving the Contact War date back)&lt;br /&gt;
* Moghesian Flora and Fauna update&lt;br /&gt;
* Dominian Unathi Rework&lt;br /&gt;
* And more...&lt;br /&gt;
&lt;br /&gt;
Some of my sprite work:&lt;br /&gt;
* METAL CRUSHERS! Content&lt;br /&gt;
* Unathi laser rifle and armors&lt;br /&gt;
* Various minor work part of larger projects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sandboxes:&lt;br /&gt;
* [[Geckobox1]]&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=33112</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=33112"/>
		<updated>2024-05-19T20:20:06Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: &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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
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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Recruits 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;
&lt;br /&gt;
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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Taking slaves 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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Raiding 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 rogue mercenaries 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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Smuggling 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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Exploring 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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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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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 raiders. 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=32836</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=32836"/>
		<updated>2024-04-16T20:28:06Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Other Notable Unathi Colonies */&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;
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= 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;
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= 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;
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== 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;
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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 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;
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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;
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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;
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=== Faith ===&lt;br /&gt;
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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;
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=== Culture ===&lt;br /&gt;
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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;
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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 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;
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=== 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;
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=== Culture ===&lt;br /&gt;
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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;
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=== Leadership ===&lt;br /&gt;
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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;
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== Iroue ==&lt;br /&gt;
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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;
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=== Faith ===&lt;br /&gt;
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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;
&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;
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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;
&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;
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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;
&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;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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[[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_Entertainment&amp;diff=32826</id>
		<title>Unathi Entertainment</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Entertainment&amp;diff=32826"/>
		<updated>2024-04-09T07:27:14Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: /* Boarding Action */&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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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;
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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;
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==== Band members ====&lt;br /&gt;
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Wall Breachers have five members:&lt;br /&gt;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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=== Mador’s Revenge ===&lt;br /&gt;
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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;
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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;
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==== Band members ====&lt;br /&gt;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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=== The Rezlik Crew ===&lt;br /&gt;
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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;
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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;
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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;
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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;
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== Literature ==&lt;br /&gt;
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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;
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=== Empires of the Blue Planet ===&lt;br /&gt;
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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;
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=== The Moghesian Records ===&lt;br /&gt;
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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;
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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;
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=== Tales of the Past ===&lt;br /&gt;
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[[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;
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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;
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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;
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== Cinema and TV ==&lt;br /&gt;
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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;
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=== The Quests for the Ruins ===&lt;br /&gt;
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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;
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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;
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=== The Ballad of the Matriarch ===&lt;br /&gt;
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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;
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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;
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=== The Art of the Hunt ===&lt;br /&gt;
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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;
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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;
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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 [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz Unathi House]]; 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;
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=== Venom Hearts ===&lt;br /&gt;
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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;
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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;
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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;
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=== The Waste Hunter ===&lt;br /&gt;
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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;
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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;
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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;
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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;
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=== Last Days of Kres’ha’nor ===&lt;br /&gt;
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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;
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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;
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== Games ==&lt;br /&gt;
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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;
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=== 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;
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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;
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=== 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=Interstellar_Travel&amp;diff=32249</id>
		<title>Interstellar Travel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Interstellar_Travel&amp;diff=32249"/>
		<updated>2024-03-06T12:46:03Z</updated>

		<summary type="html">&lt;p&gt;Captain Gecko: corrected the Superdread&amp;#039;s size, it was smaller than the battleship&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
Interstellar travel is prolific across the Orion Spur. Long trips across the stars continue to become more affordable for commoners, especially in the 2460’s. This is a page dedicated to the specifics of this travel, ships and stations which are most often encountered, and the primary differences between warp and bluespace.&lt;br /&gt;
&lt;br /&gt;
==[[Bluespace]] Travel==&lt;br /&gt;
In modern times, the most frequently utilized form of space travel - especially over long distances - is “[[Bluespace| bluespace]] travel.” &lt;br /&gt;
&lt;br /&gt;
This is the usage of phoron to bore tunnels into the Bluespace Dimension, afterwhich the vessel uses on-board propulsion to place itself into the dimension and begin travel. During travel through bluespace, the ship is quickly enveloped in a tightly-conforming “liquid” which fills the Bluespace Dimension, and is highly dangerous and anomalous in nature. This often spells disaster when it enters unsealed areas of ships, and all bluespace-capable vessels utilize multiple failsafes as well as energy shields to prevent the dimension from entering the ship. &lt;br /&gt;
&lt;br /&gt;
Travel through bluespace works by shortening distances tremendously between the starting point and destination. Once inside bluespace, the ship is unable to move through normal means, and requires a specialized bluespace drive to move. Different drives move the ships at different speeds, with the speeds below indicative of their respective maximum velocities in Bluespace.&lt;br /&gt;
&lt;br /&gt;
Bluespace travel is very overt to onlookers, with a visible “photon wake” being generated by ships travelling through it. While those inside the bluespace dimension can not see out, their vessels are very visible outside, and can even be interacted with were it not for the risk of intersecting paths or slipping into the dimension with them, without escape. The mesmerizing and sparkly appearance of a ship traveling through bluespace is also indicative of its extreme ease of spotting, tracking and worse yet - following, on its course using many types of sensory apparatus. &lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The [[Scarabs| Scarab]] vessel &#039;&#039;Riphean Voyager&#039;&#039; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
*&#039;&#039;&#039;Low-end bluespace drives found in shuttles and corvettes tend to reach velocities of .10 lightyears a day, with the highest end reaching .25LYD.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mid-range, expensive bluespace drives found in frigates and destroyers tend to reach velocities of .30 lightyears a day, with the highest end reaching .50LYD.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy-duty, powerful bluespace drives found in cruisers tend to reach velocities of .60 lightyears a day, with the highest end reaching .75LYD.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Capital bluespace drives found in battleships and larger tend to reach velocities of .85 lightyears a day, with the highest end reaching 1 LYD.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Warp Travel==&lt;br /&gt;
&lt;br /&gt;
Nearly 300 years of history have solidified warp as the mainstay for galactic travel, however since the discovery of Phoron, Bluespace and the more modern means of travel they provide, it has dwindled. Warp is still commonly used as a back-up means of propulsion for larger vessels and small short-ranged vessels benefit greatly from the cheaper costs. Older fleets such as the Scarabs benefit greatly from the vast majority of their vessels possessing warp capability, cheapening travel significantly for the grand mass of ships. &lt;br /&gt;
&lt;br /&gt;
Warp works by very literally warping the space around a ship or multiple ships, riding on a cosmic deformation that facilitates pushing the ships dozens of lightyears at a time. When inside a “warp bubble,” ships are very difficult to stop through external forces and are able to freely pass through anything not purpose-built to stop them. Ships entering warp are simply seen as speeding up very, very quickly to an onlooker, before stopping abruptly and blasting off into the void.&lt;br /&gt;
&lt;br /&gt;
Starting a warp engine requires no phoron, but it is power hungry all the same. They require no direct fuel source beyond energy from a ship’s own reactor to provide movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-end warp drives are roughly a quarter of the highest possible bluespace speeds for their respective weight classes, while the highest end can reach up to half. Higher speeds are possible to obtain but generally avoided due to safety concerns and lack of necessary power in even the most efficient or over-tuned vessels.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Sublight Interstellar Propulsion==&lt;br /&gt;
The standards for interstellar propulsion involving sublight speeds are only addressed nowadays by racers and atmospheric-capable spacecraft. Moving in the literal sense without utilizing bluespace or warp pushes vessels of any kind to their extremes. Even the most powerful gravity generators and dampeners can not ease all inertia for a ship’s crew, making sublight travel slow and meticulous.&lt;br /&gt;
&lt;br /&gt;
=Ships and Stations=&lt;br /&gt;
Spaceships in the 25th century are a common sight. Different star nations and alien powers use different models, designations, and hull types that makes specifics impossible. There are giant barges, small freighters, huge carriers and battleships, heavily armored cruisers, and more. The primary distinction between all ships is whether or not they are equipped with Bluespace Drives that allow them to use FTL outside the network of Bluespace Gates. Military, research, and scouting vessels typically have bluespace drives while the majority of commuter or civilian traffic must use bluespace gates to go between star systems. Warp drives are also relatively common, being a cheaper, albeit slower, solution to non-gate travel.&lt;br /&gt;
&lt;br /&gt;
Ships, much like stations, hold a three or four-letter prefix in their name that designates the ownership, type, and classification of the ship. To get a prefix that works for that faction, abbreviate the faction then add the ship type. For example,&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SAMV&#039;&#039;&#039; - Sol Alliance Military Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;EMV&#039;&#039;&#039; - Elyran Military Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;EMV&#039;&#039;&#039; - Eridani Military Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;HIMS&#039;&#039;&#039; - His Imperial Majesty&#039;s Ship&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;NFV&#039;&#039;&#039; - Nralakk Federal Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;PRAMV&#039;&#039;&#039; - People&#039;s Republic of Adhomai Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;NKAMV&#039;&#039;&#039; - New Kingdom of Adhomai Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;DPRAMV&#039;&#039;&#039; - Democratic People&#039;s Republic of Adhomai Vessel&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;EEV&#039;&#039;&#039; - Einstein Engines Vessel &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;NTV&#039;&#039;&#039; -  Nanotrasen Vessel &amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;PMV&#039;&#039;&#039; - Private Military Vessel.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ships and Sizes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; | Military Vessels&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Length&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Average Crew Complement&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Corvette&lt;br /&gt;
| 25-100m&lt;br /&gt;
| 16-50 up to 80&lt;br /&gt;
| These ships are the mainstay of many fleets and serve many purposes. Scouts, patrol ships, search and rescue, and more, the majority are able to conduct atmospheric operations and smaller examples are capable of landing on carriers. &#039;&#039;&#039;These can cost about as much as a house.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Frigate&lt;br /&gt;
| 100-300m&lt;br /&gt;
| 100-150&lt;br /&gt;
| Larger and more armored than corvettes, these tend to be the largest ships in the small Frontier navies. They pack more armor and guns. Some frigates are of atmospheric operations, for example the Sol Alliance Navy, Valkyrie Class frigate. &#039;&#039;&#039;These can cost somewhere around twice as much to four times as much as an equivalent Corvette.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer&lt;br /&gt;
| 250-450m&lt;br /&gt;
| 100-500&lt;br /&gt;
| Heavily armed and equipped with advanced electronic warfare and countermeasures that can wreck havoc on enemy fleet&#039;s computer systems and defend against the same. Only a very select handful are capable of entering the atmosphere because of the general size and weight. Destroyers and above are usually capable of long-term, independent operations. They are primarily used to help allied corvettes that bit off more than they could chew. &#039;&#039;&#039;These, and ships of larger classes, are prohibitively expensive for anyone but specialist groups, or people such as rich pirate lords with a group to back up the price.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser&lt;br /&gt;
| 400-800m&lt;br /&gt;
| 400-1000&lt;br /&gt;
| It is extremely rare for frontier nations to possess even a single heavy cruiser. Cruisers are used as the gunboats of the galaxy, with the Sol Alliance sending cruisers on patrols in frontier systems to project their power. Many Frontier nations are incapable of even hoping to scratch an Alliance cruiser, so they usually operate in small star nation&#039;s space with impunity.&lt;br /&gt;
|-&lt;br /&gt;
| Battleship&lt;br /&gt;
| 750-1200m&lt;br /&gt;
| up to 2000&lt;br /&gt;
| Bristling with weapons and armor, the battleship is the bread and butter of space navies. A battleship always serves as the flagship of any star nation that can get their hands on one.&lt;br /&gt;
|-&lt;br /&gt;
| Carrier&lt;br /&gt;
| 500-2000m&lt;br /&gt;
| 750-5000 Crew&lt;br /&gt;
500-9000 Air Crew&lt;br /&gt;
| Vary massively in size and crew build up due to differing roles and craft carried. Drone and Scout Carriers are built to be smaller, faster and more agile, like the Icarus that defends the NSS Aurora&lt;br /&gt;
|-&lt;br /&gt;
| Super-Dreadnaught&lt;br /&gt;
| 1000-2000m&lt;br /&gt;
| 2000 - 5000 Crew&lt;br /&gt;
| With immense firepower and incredibly thick armor, Super-Dreadnaughts follow the philosophy that &amp;quot;more is better&amp;quot;. They are an unusual evolution from previous classes of warships. Only the [[Unathi|Izweski Hegemony]] currently possess ships of this class, with each one serving as the flagship for a fleet. Despite being huge vessels they are still built for ramming actions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General Purpose Ships ===&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Shuttle&#039;&#039;&#039; is the smallest of all spacefaring vessels. Shuttles are very common and inexpensive. Many larger ships and carriers often have two or more shuttles for atmospheric operations. These cost just a bit more than a hovercar.&lt;br /&gt;
&lt;br /&gt;
===Space Stations===&lt;br /&gt;
&lt;br /&gt;
There are all kinds of space stations in orbit of planets or out in deep space. They vary from spaceports where ships dock and crew mingle, sprawling habitats where entire generations live and work, deep space pirate bases, bristling cannons in orbit of planets, giant refineries or factories, and more. Any sort of industry or infrastructure that would make sense to put out into space (and somewhere it doesn&#039;t seem to make any sense) is out there somewhere. Many of these stations are worked in by the [[Offworlder Humans|Spacers]].&lt;br /&gt;
&lt;br /&gt;
== Civilian/Commercial Vessels ==&lt;br /&gt;
&lt;br /&gt;
=====Freighters=====&lt;br /&gt;
The mainstay sight of commercial spacefaring is the freighter vessel, used for the transport of supplies, raw materials, and other goods from pretty much every destination in the known universe. There are further subclasses of Bulk Freighters, Tankers, Barges, etc. These are relatively inexpensive, a small step up from a shuttle, costing around the same as a high-end car, not including secondary expenses. It is not unknown for certain owners to stick with a freighter, simply upgrading them as much as the power source and hull allows.&lt;br /&gt;
&lt;br /&gt;
=====Ferries/Liners=====&lt;br /&gt;
Used for the transportation of passengers and light goods, as well as vehicles between planets and systems. Ferries are smaller craft but are larger than shuttles. Luxurious ferries are called Star Yachts. Asides from Star Yachts, their price driven up solely due to their target audience, ferries are around the same cost as Freighters, if not slightly cheaper.&lt;br /&gt;
&lt;br /&gt;
=====Residence Vessels=====&lt;br /&gt;
Residence vessels are a catch-all term for various ships that have been retrofitted or modified for usage as a residential space. Often these are cheaper and older models of ferries and shuttles bought from scrapping zones, retrofitting current models being more expensive. When purchased, these vessels are normally heavily modified to suit the needs of the residents: Bedrooms, botanical gardens, even workshops and pools have been found on residence vessels. They normally have rudimentary and basic ship systems on board, if any at all. While ships maintain a costly investment, to those willing to pay the price, they remain a perfect investment. A small private place to call your own alone is tempting, but the promise of eventually fixing the vessel, updating it, and using it for contracts is a dream many ship buyers hope to fulfill. Megacorporations are always happy to expand their roster of freighters and transports. For the daring, the path to more illegal but lucrative jobs is always open.  Stations with permanent residences, such Unity Station and the Odin itself have hangars full of people living communally within residence vessels. They are also popular within newly settled or poorer colonies across space or to form off the grid towns on developed worlds. These generally cost around the same as an equivalent motorhome.&lt;br /&gt;
&lt;br /&gt;
== Price ==&lt;br /&gt;
While spacefaring vessels can be quite expensive for the layman, there are several factors that can make the bill less painful. The primary factor is what drive you have, bluespace drives being almost a lifetime investment for anything larger than a frigate, the average price for a functional drive for sub-Destroyer vessels being double the ship’s price, not to mention fuel costs. Warp drives are much cheaper, the best drives costing a quarter of the cost, compounded with not requiring phoron fuel, though buyers will have to keep in mind the additional need for cryogenic storages or good entertainment to combat the very long travel times. Capability of the ship to enter atmosphere or not can adjust the price, often larger starships themselves cannot enter a planet’s atmosphere to reduce cost, relying on secondary landing craft. Another factor that can severely reduce cost is having a crew, many hands making light work. Depending on what jobs the crew carries out, legal or otherwise, it is not unheard of for a crew to own even a Frigate. Any larger ships such as a Destroyer are typically staffed by specialist groups, military, corporate, pirate or otherwise. Only rich independent groups own a Destroyer, only the very rich or militaries/corporations own Cruisers. Other miscellaneous factors can be age of the vessel, group of manufacture, power source, source of parts (and their quality/amount, such as weapons, armament, energy shielding, sensors, etc), and how qualified the crew is to repair it themselves. Naturally, choosing to live aboard ones&#039; vessel rather than owning a second home can help.&lt;/div&gt;</summary>
		<author><name>Captain Gecko</name></author>
	</entry>
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