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	<title>Aurora Information Uplink - User contributions [en]</title>
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	<updated>2026-05-13T05:33:53Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.aurorastation.org/index.php?title=User:Haydizzle&amp;diff=30882</id>
		<title>User:Haydizzle</title>
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		<updated>2023-12-10T05:50:12Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: Already implemented lore, for the most part&lt;/p&gt;
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		<author><name>Haydizzle</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=26859</id>
		<title>Notable Unathi</title>
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		<updated>2022-09-30T13:40:20Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: Removes the Grim Compact notable characters.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[Ouerea]]. &lt;br /&gt;
&lt;br /&gt;
==Myths and Legends==&lt;br /&gt;
The majority of Unathi legends follow the feats of individuals and their impact on the world. They stress the importance and abilities of single individuals, and carry with them moral lessons that tend to reinforce Unathi cultural ideas.&lt;br /&gt;
&lt;br /&gt;
=== Kazani: the First Guwandi ===&lt;br /&gt;
&lt;br /&gt;
Kazani Guwandi, born &#039;&#039;&#039;Kazani Kaxedun&#039;&#039;&#039;, is an ancient figure who is believed to have been born sometime between &#039;&#039;&#039;300 BCE to 20 CE&#039;&#039;&#039;. Born before the Sarakus Hegemony, he was the first of two sons of a small noble family that ruled over the village of Kutah. He was raised as the heir to his Clan’s lands and spent his youth in a comfortable life in luxury. Coming into his teenage years he began to fall subject to fits of rage, often exploding on people and physically attacking them for even the smallest provocation and earning a reputation as a brutal person. His father sent him to be trained as a warrior in the hopes of giving him an outlet for his anger. He was trained for years as his instructors tried to bring discipline to the Prince. During training he would fly into a berserk rage and maul his sparring partners. After nearly killing one of them, his father finally just sent him off with the army to fight their Clan’s enemies in the constant battles they fought to defend their lands.&lt;br /&gt;
&lt;br /&gt;
Kazani became a feared warrior within just a few years. He would work himself up into a frenzy before battle, gnashing his teeth and screaming at the enemy. He was known to charge without orders, smashing into the enemy lines and hacking away at them with his sword and bashing them with his shield. He quickly rose to command the Kaxedun army in his &#039;&#039;&#039;late 20’s&#039;&#039;&#039;, and always personally lead from the front line and was the first to make contact with the enemy. Under his leadership and with his seemingly unstoppable strength the Kaxedun clan quickly expanded and seized much surrounding territory. By the time Kazani inherited the role of Clan-Leader once his father died, &#039;&#039;&#039;he was barely in his 30’s&#039;&#039;&#039;. Despite his prestige and power however, he was never offered a wife as all Clans knew of his violent ways and refused to allow their daughters to be put at risk at the hands of such a savage person.&lt;br /&gt;
&lt;br /&gt;
His brother, Trazli Kaxedun, one day came to his brother and demanded that he be given half of the Clan’s lands to govern himself. Trazli had no lands of his own, and had grown jealous of his older brother. This set Kazani into a rage and he attacked his brother immediately, killing him on the spot.&lt;br /&gt;
&lt;br /&gt;
When the rage subsided, Kazani looked on the body of his brother and realized what he had done. He dropped to his knees and wept for the Ancestors to forgive him.&lt;br /&gt;
&lt;br /&gt;
He soon abandoned his Clan, renouncing all of his titles and possessions. He wandered off into the wilderness, taking on the name Guwandi, which loosely means ‘clanless gladiator’. He travelled the globe, looking to die in battle to redeem himself. With each duel he fought, he hurled himself into it intent to win. He knew that if he simply meekly accepted death that he would never redeem himself for his fratricide. Kazani spent years trying to die in battle. For an entire decade he walked Moghes, slaying foe after foe. He grew increasingly desperate, provoking entire bandit parties, town militias, and even whole armies to face him in the field, alone. Each time he fought viciously’, often over entire days without rest, his sword never dry.&lt;br /&gt;
&lt;br /&gt;
By the time he was &#039;&#039;&#039;40 years old&#039;&#039;&#039; and reaching the twilight of his life, he looked back upon his many conquests and uncountable victories, and wept. Kazani was cursed to be unbeatable, and knew he would never find peace or redeem himself before the Ancestors. &lt;br /&gt;
&lt;br /&gt;
One day Kazani came before a wandering shaman in the unknown wilds. Kazani was desperate for a fight, and fell to his knees before him. Kazani explained his curse and begged the shaman to lift it so he could die in battle. The shaman listened intently and finally asked what Kazani would to have done with his remains when he died. Kazani said he wanted to be buried at his Clan’s former estate next to his brother. The shaman agreed, and said he would lift Kazani’s curse if Kazani would fight him to the death.&lt;br /&gt;
&lt;br /&gt;
Kazani, despite knowing the shaman would surely die, was desperate enough to accept. When they began the duel, Kazani hurled himself at the shaman. But the shaman deftly dodged out of the way and struck Kazani in the back of the head with his walking staff. Kazani fell forwards and hit his head on a rocky outcropping, killing him instantly.&lt;br /&gt;
&lt;br /&gt;
Slain by one of the High Elders of the Akhanzi order, Kazani was finally found to have died in battle and his sins redeemed. He was reunited with his brother and the Ancestors and they joined Sk’akh to live in the eternal afterlife.&lt;br /&gt;
&lt;br /&gt;
===Tryazali Kres&#039;ha&#039;nor===&lt;br /&gt;
&lt;br /&gt;
Tryazali was born in 949 CE to a minor noble family in what is modern day Baandr. He is credited in Unathi myth as founding the first Hegemony. Information about Trizarki comes from the epic The First Prince and the Night Queen written 1572-1602 CE. According to the epic, when Tryazali was 26 he became separated from his hunting party out in the mountains. He wandered for five days and five nights, unable to find food, water, or shelter. As he was about to die of exposure he was saved by a mysterious tribe of all-female warriors. After he had been nursed back to health by three of the tribe&#039;s healers he was taken to meet with their queen, who styled herself The Empress Of Night. She was a ruthless and cunning leader with an azure-colored hide and pure white eyes who claimed to possess magical abilities and a strong spiritual connection to the ancestors. She had been known to lead her tribe of warriors on various raids of the neighboring cities and keep her village hidden in the deep forests in the mountains. After her talks with Tryazali, she demanded that he repay the debt he owed them for saving his life. She tasked him with the rescue of her eldest daughter, who had been kidnapped by a nobleman in S&#039;th. The Queen promised many blessings for the safe return of her child Raz&#039;ha, but warned Tryazali that should he deviate or try to escape from his debt, she would place a curse on him that would doom him and his clan for as long as they tread upon Moghes. &lt;br /&gt;
&lt;br /&gt;
Tryazali eventually learned the whereabouts of the princess, who was being held as a slave to the Lord of S&#039;th, Taraz Jy&#039;haza, keeping her as an exotic curiosity due to the color of her hide, which was a rich azure color. Tryazali would later storm the Lord Taraz&#039;s castle and demanded a duel for ownership of Raz&#039;ha. Lord Taraz rebuffed him and sent out his own soldiers, but one by one they fell before the skilled Prince. Eventually Lord Taraz accepted the challenge after overhearing whispers of cowardice amongst his court. According to the epic the resulting duel lasted two entire days before Prince Trazali slew Lord Taraz. Victorious, Tryazali then proclaimed himself the new Lord of S&#039;th, liberating the city and freeing Raz&#039;ha. Before returning her to her mother, the two ended up falling in love, and she elected to remain with Tryazali, becoming queen of S&#039;th and taking the name Kres&#039;ha&#039;nor with her mother&#039;s blessing. Tryazali expanded the influence of S&#039;th and eventually created the First Hegemony. He died at the age of 53, in the year 1002 CE. The Kres&#039;ha&#039;nor Hegemony after him continued to grow and dominate most of Moghes.&lt;br /&gt;
&lt;br /&gt;
===Shizarsa Ksi&#039;ka===&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka is believed to have been born in &#039;&#039;&#039;1632 CE&#039;&#039;&#039; to the leaders of a small tribe outside Darakath. She was bethrothed to a hunter from another village but even from a young age she resented this fact. She is known to have been a wild child, picking fights with other children. When she was 17, before the planned wedding day, she fled her village with her father&#039;s sword and crossbow. Outraged, her betrothed, Karask, sent several expeditions after her to arrest and return her. Ksi&#039;ka managed to wound a hunter sent after her with her crossbow but her inexperience with combat lead her to being quickly disarmed and arrested. As she was being escorted back her group was ambushed by bandits and she was kidnapped yet again. Shizarsa was held as a captive of the bandits, who forced her to cook, clean, and otherwise act as a maid for their enclave. According to legend she struck a friendship with one of the bandits and he agreed to train her to defend herself.&lt;br /&gt;
&lt;br /&gt;
When she was 27 Ksi&#039;ka killed the leader of the bandits and began leading the men herself. She became an infamous bandit, harassing traveling merchants. One day she even attacked Karask&#039;s village, killing him and freeing a woman he had taken as another wife in her place.&lt;br /&gt;
&lt;br /&gt;
Her fame and power grew until she controlled a small petty kingdom that surrounded Darakath and with dozens of kills under her belt. Fearing the barbarians ravaging the countryside Lord of the city sent out his eldest son, Gri&#039;zarsuth, to lead 48 of the city&#039;s soldiers to find the bandit enclave and destroy it.&lt;br /&gt;
&lt;br /&gt;
Eventually Gri&#039;zarsuth and his men managed to ambush Ksi&#039;ka&#039;s camp and slew or captured the majority of her men. According to legend Ksi&#039;ka managed to kill four men and was the last one standing. Gri&#039;zarsuth managed to knock her out by hitting her in the head with the flat of his sword.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka was considered a wild savage by everyone in the city when she was dragged to the dungeons in chains, but Gri&#039;zarsuth fell in love with her. He begged his father four times to spare her, and four times he refused. The day before her execution Gri&#039;zarsuth begged again, saying that he could civilize Ksi&#039;ka. Finally his father relented on the condition that he be able to civilize Gri&#039;zarsuth within a year.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka&#039;s wild spirit was reigned in by Gri&#039;zarsuth over the following year, and the barbarian savage was transformed into a proper princess. At the end of the year she was brought before Gri&#039;zarsuth&#039;s father, who marveled at the change a man could bring such a wild woman. She was allowed to live, and eventually married Gri&#039;zarsuth.&lt;br /&gt;
&lt;br /&gt;
== The Contact War ==&lt;br /&gt;
&lt;br /&gt;
===Don&#039;zai Azarak===&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai Azarak was born on 2408 CE in the former city of Darakath, the capital of the Azarak Kingdom, which also briefly served as the capital of the Traditionalist Coalition during its existence. His parents, King Yuiz Azarak and Queen Kwina Azarak, gave him two siblings, both of which were sisters, and his family all followed the Tha&#039;kh faith.&lt;br /&gt;
&lt;br /&gt;
Prince Azarak received extensive education from a young age, showing promise and charisma. When he was 16 he was sent to the University of Darakath to become an Apprentice for the Guildmaster of the university, where he also received his education. While attending university he would be bethrothed to his future wife, Princess Wei&#039;za from the northern kingdom of Izgwani, and they would marry when they were both 20, in 2428.&lt;br /&gt;
&lt;br /&gt;
They had two hatchlings six months after the marriage ceremony, giving Don&#039;zai two children; the male Don&#039;ziki and female Yuiza. Don&#039;zai immediately fell in love with his children and became famous for his elaborate and lavish displays of affection. Using his influence as Prince and heir of the Kingdom he managed to persuade the University of Darakath to rename two new campus buildings after his children. He also spent excessive funds on having the baby rooms renovated with elaborate decorations and furnishing, famously including a small fountain in his son&#039;s room and hydroponic trays growing a variety of colorful, exotic plants in his daughter&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai&#039;s father died when he was 24, in 2432, and Don&#039;zai was crowned King. Though he professed a desire to continue his studies and delegate matters of state to his staff, the unprecedented event of alien life visiting Moghes forced him to take a leave of absence from his studies and take on official duties as King.&lt;br /&gt;
&lt;br /&gt;
The human and Skrell expedition that made contact with Moghes in 2433 was done in the Izweski Nation, which was the world&#039;s sole superpower and Hegemony.&lt;br /&gt;
&lt;br /&gt;
Knowing they had the only functioning spaceports and access to the greater galaxy, Don&#039;zai sent repeated requests to the Izweski to have an Azarak representative sent to humanity and the skrell to speak for his Kingdom but each time he was rebuffed, with the Izweski taking on a patronizing and condescending attitude to his Kingdom.&lt;br /&gt;
&lt;br /&gt;
Azarak called a summit of all world leaders in late Versakh (April relative) of 2433. The summit took place in Tisxaclas, the capital of his allies, the Izgwani, where he gave his infamous speech and single-handily managed to become a global icon and the poster boy of the anti-Izweski bloc.&lt;br /&gt;
&lt;br /&gt;
During the global crisis that had erupted after the Izweski had colonized Ourea, in which humanity and the skrell had practically taken charge of, Don&#039;zai Azarak was one of the leading figures that would come to found the Traditionalist Coalition. He personally served in the conflict, becoming an artilleryman in the Azarak 1st Retinue, his family&#039;s private levee. Images of him manning an artillery cannon in active battle were turned into propaganda pieces and he became known as the King on the Battlefield.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not known if Azarak approved a nuclear weapons program or even authorized the deployment of their use, but following the atomic attack on Da&#039;ha&#039;den on September 5th, 2439 and the following nuclear exchange his whereabouts became unknown as the 1st Retinue was hit by an Izweski atomic bomb while stationed outside Res&#039;karum. Originally the Retinue had been warned about the impending attack and were attempting to retreat away from the military base and disperse into the countryside.&lt;br /&gt;
&lt;br /&gt;
King Don&#039;zai Azarak spent the week on a journey back to Darakath, facing incredible danger as command and control began to collapse across the planet. He became separated from his retinue and was forced to travel alone, most of his travel spent on foot.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai managed to make it back to Dakarath, which had been spared from atomic attack by virtue of its defenses. However his journey saw him afflicted with severe radiation poisoning, and he spent the remaining duration of the Contact War too weak to be effective, effectively bedridden.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai refused all medical treatment, forbidding a doctor to enter the grounds. When his wife tearfully begged him to let the doctor in to provide anti-radiation treatment, he is quoted to have said, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will die in in my own home on my own terms. I refuse to die at the axe of the Izweski.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai died of severe radiation poisoning on 2441. In his final lucid moments, his final words are said to have been,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Care for our children, Wei&#039;za.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Contemporary ==&lt;br /&gt;
&lt;br /&gt;
=== Not&#039;zar Izweski, &#039;&#039;Izweski Hegemon&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Not&#039;Zar.png|thumbnail|Portrait of Not&#039;Zar Izweski, circa 2458.]]&lt;br /&gt;
&lt;br /&gt;
At 22 as of 2460, Not&#039;zar is the second oldest child to the Hegemon and his First Wife. He become the new Heir to the Hegemony after the death of his brother in a shuttle crash in may of 2458. Not&#039;zar Izweski chose to seek an education in Sinta&#039;studies (Unathi Humanities) and pursued a bachelors in Sinta&#039;Philosophy in the University of S&#039;th before his duties as Lord-Regent forced him to suspend his studies. &lt;br /&gt;
&lt;br /&gt;
As an infant he was struck with The Rot, a deadly viral infection passed from breeds of Moghean birds that almost claimed his life as an infant. The next 5 years were spent on a hospital bed as a sickly child barely clinging to life. The Rot causes Unathi scales and even the rest of the hide to rot and fall off, leaving open wounds and necrotic tissue while it also harms muscle growth while weakening tendons. Every day specialized surgeons had to remove more and more infected tissue to contain the spread of the Rot. &lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar survived the disease and spent his entire childhood in physical rehabilitation. He was unable to stand at all, and his condition was an open secret - the Hegemon S’kresti refused to let Not&#039;Zar socialize with anyone outside the castle courtiers. S’kresti was deeply ashamed at having a crippled son. When Not&#039;Zar was 13 he told his father than he wanted to stop rehabilitation because it wasn&#039;t working and he was still unable to walk. S’kresti dramatically pulled him out of his wheelchair and dangled Not&#039;zar out a castle window, telling Not&#039;Zar that if he ended the rehabilitation then he wouldn&#039;t have a cripple for a son. The incident made a fearful Not&#039;Zar continue the rehabilitation, and after years of more grueling rehabilitation he was able to walk once more when he was 15.&lt;br /&gt;
&lt;br /&gt;
While he was able to keep all of his limbs and regained the ability to walk with assistance from his cane, it&#039;s believed that his continued physical weaknesses from muscle damage and general weakness leave him unable to meet the standards of physical fitness to join the military and military academies that are traditional for Izweski to graduate. In addition, he is constantly battling aches from the weaknesses in his muscles and bones, needing oxycodone to get through a typical day.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar Izweski is extensively traveled, entering the core of human space for the first time when he was 16. Many close to the young Prince have said he indulges heavily in human and skrell cultures. In his Creative Writing Workshop at the university he created several illustrated fantasy stories which were popular with the human expats studying abroad on Moghes, which include &amp;quot;Mecha Battle on Luna&#039;s Torment&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
His true potential wasn&#039;t fully realized until the fateful events of May 6th, 2458. On that day his brother Yakt and his wife died in a shuttle crash. During the funeral Not&#039;Zar&#039;s father became inconsolable and eventually fell into a deep depression culminating into a coma. Legally Not&#039;Zar was now the heir, but a brother in-law, S&#039;linzar, quickly seized the moment and declared himself the Lord-Regent before Not&#039;Zar could seek his claim.&lt;br /&gt;
&lt;br /&gt;
The succession crisis split the Hegemony down the middle and Not&#039;Zar quickly had to maneuver the dangerous political climate. Not&#039;Zar had his immediate family quietly flee Moghes. Not&#039;Zar spent the rest of May navigating court intrigue and rallying support for his claim. He managed to retain an alliance with Lord-Admiral Trazarial Yizarus. Yizarus had the unique strength of commanding the HMV Cataclysm of the 1st Fleet; the most powerful warship in the Hegemony. Ickza attempted to purge the government of Not&#039;Zar loyalists but was unable to drive a wedge between the stubborn Trazarial despite declaring Trazarial a traitor and seizing all his assets on Moghes. These events lead to a dramatic stand-off in orbit of Moghes, as the loyalist 1st Fleet stared down the 2nd Fleet, commanded by Yizarus&#039; brother Azikyui.&lt;br /&gt;
&lt;br /&gt;
Through clever political posturing, Not&#039;Zar managed to hold onto his claims for long enough that he had secured enough allies to create a serious threat to the Ickza&#039;s power. Rather than risking a full blown civil war, Not&#039;Zar cleverly took advantage of S&#039;linzar&#039;s pride by calling him weak and challenging him to a duel. The proud S&#039;linzar agreed, and in a key mistake, allowed Not&#039;Zar to bring to battle &#039;whatever he could carry&#039;.&lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar took advantage of this by showing up to the duel in a combat mech before a large crowd of the Hegemony&#039;s most powerful nobles. The battle was short, with Not&#039;Zar draining S&#039;linzar&#039;s breacher suit and leaving his in-law helpless.&lt;br /&gt;
&lt;br /&gt;
S&#039;linzar surrendered and ceded his claims and titles, restoring the title of Lord-Regent to Not&#039;Zar.&lt;br /&gt;
&lt;br /&gt;
During his reign, Not&#039;Zar has shown an unwillingness to use force to resolve disputes. He is also openly critical of ancient Unathi customs and traditions, and his desire to trust in an inherent goodness in Unathi has made him come off as patronizing and naive. However, Not&#039;Zar is by no means as a coward. When the Maraziite Order besieged his family&#039;s personal castle in Skalamar, he stood firm and repelled several attempts by the inquisition to breach the gates. However, Not&#039;Zar&#039;s cool head prevailed as he forbade the city garrison from interfering, which he feared would have spilled out into open violence throughout the city.&lt;br /&gt;
&lt;br /&gt;
His negotiations with High Priest Unzi have directly lead to the Sk&#039;akh church being given legitimacy as a political force.&lt;br /&gt;
&lt;br /&gt;
Despite holding onto alliances with key supporters, Not&#039;Zar&#039;s position remains tenuous. The young nobleman is struggling to remain a moderate in a dangerous and polarized regime. He remains committed to giving Unathi a place in the galaxy and gain respect from the greater empires of the humans and skrell, but his moderate and progressive policies threaten to cause more instability and resentment from the nobility.&lt;br /&gt;
&lt;br /&gt;
=== Hizoni Razi, &#039;&#039;Izweski Spymaster&#039;&#039; ===&lt;br /&gt;
[[File:HizoniSpymaster.png|thumb|Hizoni Razi in her spymaster regalia, sporting a silver crown. She is known to flaunt her wealth often, and keeps an air of elegance around her.]]&lt;br /&gt;
&lt;br /&gt;
Perhaps the most feared woman or Sinta within the Hegemony, Hizoni controls a network of informants, spies, and assassins that stretches across the surface of Moghes and even across the stars to distant colonies. She was born in 2440 on Ouerea as the third daughter to Guildmaster Keicacu Razi, headmaster of the Merchants Guild and owner of Razi-Snax. As an azure, she has been seen as the beauty of her clan and gained the most attention— earning her an education in the ways of women from her mother and caretakers. After her teachings, she was put into diplomatic situations to defend the Merchant&#039;s Guild from hostile subterfuge. Her upbringing allowed Hizoni to grow up within the halls of power, acquainting herself with the elite of the Hegemony during the final days of the Contact War. She rose to prominence when she defended the Hegemon from two would-be assassins by slaying both and destroying the murder plot. Since then, on top of her elevation to the Hegemony’s Spymaster, Hizoni has found herself enjoying a &#039;&#039;very&#039;&#039; close relationship with Not’zar, though nothing official has been announced between the two.&lt;br /&gt;
&lt;br /&gt;
Hizoni’s political pursuits and leanings are unknown; she will seemingly flop back and forth between different camps depending on the issue, always remaining unpredictable. Many speculate this is the result of political maneuvering, giving her support to a cause for favors in return, which she uses to shore up the Hegemon’s precarious position. She does not openly front any group, and it is unknown if any beyond her spies plead their cases with her. Her relationship with her brother Sakax is strained, and it is speculated that the two have all but cut off contact with each other.&lt;br /&gt;
 &lt;br /&gt;
=== Azui Hutay&#039;zai, Overlord, &#039;&#039;Lord of the Wastes&#039;&#039;, and &#039;&#039;Izweski Master of Rivers&#039;&#039; === &lt;br /&gt;
The only Tha’akh Hand of the Hegemon, Azui Hutay&#039;zai fills the position of Not&#039;zar&#039;s [[Unathi#The_Master_of_Rivers | Master of Rivers]], overseeing the economy of the Hegemony from his estate on the shore of the Moghresian Sea near his clan&#039;s former lands of the Torn Cities. Originally fighting for the Traditionalist Coalition during the Contact War, his father died when the war went nuclear, bathed in the fires that destroyed most of the clan&#039;s ancestral land. Azui, who had been leading his clan&#039;s forces along the coast at the time, ascended to the throne of his kingdom. There, he would strike a deal with the Hegemony to pledge fealty to clan Izweski and ensure his remaining non-polluted lands would be safe in the hands of the new masters of Moghes, in exchange for his clan being allowed to continue to rule over what it had left of its ancestral lands. After his peace deal and the conclusion of the Contact War, Hutay&#039;zai became one of the most powerful landed nobles within the Hegemony. He set up a new estate on the coast and would use it as a base of operations to continue mining operations within the radiation-blasted lands surrounding the Torn Cities, using the peasant refugee population as an ample workforce with help from the mining guilds. The resources imported into his lands over from these mining operations in the Torn Cities have become even more important to the Hegemony as the scarcity reigns, as they do not require interstellar travel to reach the ever-hungry factories of Jaz&#039;zirt, on the southern side of the sea.&lt;br /&gt;
&lt;br /&gt;
Eventually, as the Traditionalist block swelled in the face of Not&#039;zar&#039;s reforms and progressive attitude, he would become one of the two overlords of Moghes, coming to be called by many as &#039;&#039;&#039;&amp;quot;Lord of the Wastes.&amp;quot;&#039;&#039;&#039; His lordship extends throughout the Wasteland, officially managing the scattered Hegemonic outposts such as Camp Integrity and Camp Izweski&#039;s Honor, as well as supposedly managing the Sinta living in Wasteland communities. However, due to the nature of the Wasteland, this authority is essentially non-existent outside of Hegemonic-controlled outposts, making his overlordship only one in name.&lt;br /&gt;
&lt;br /&gt;
Azui is known to be one of the most traditional Hegemonic lords, ruling over lands with the minimum of modern amenities; what little modernity his land has is concentrated with the nobility and mining guilds. His appointment as a Hand of the Hegemon, and as one of the two Overlords of Moghes, was a political move made to appease the Traditionalist block which has continued growing after the end of the Contact War. This has made him the unofficial spokesperson for those in the Hegemony who consider themselves Traditionalists and for bringing their concerns before Not’zar whenever he can. However, contrary to what some might say, Hutay’zai has a dogged loyalty towards the Hegemony, believing it the only way Sinta can progress in this new galaxy while keeping what scraps of their tradition they can intact.&lt;br /&gt;
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Azui is the primary proponent of mercantilism within the Hegemony, advocating for an expanded program of colonization and stricter trade laws with the wider Spur. He believes that further openness, both in trading resources and culture with the Orion Spur, will spell the death of the Hegemony. It is widely known that Azui resents Hephaestus Industries having status as a guild in the Hegemony and will use any measure that might curtail their power.&lt;br /&gt;
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=== Mizaruz Izweski, Lord and &#039;&#039;Izweski Lord&#039;s Claws&#039;&#039; ===&lt;br /&gt;
Originally of clan Gri&#039;zan, Mizaruz was born in the city of Baandr, eventually inheriting it and the lands surrounding it after his elder brother passed away without producing an heir. Given his status as a second son for most of his life, he was brought up from a young age with the intention of joining the clergy of Sk&#039;akh. When his brother died while Mizaruz was around the age of 12, his education would shift dramatically towards ruling his realm; however, the young Sinta never forgot his religious education, keeping up theological studies for most of his life. He went on to make a name for himself during the Contact War by fighting several engagements against overwhelming odds and succeeding without the normal technological advantage the Hegemony had. Mizaruz was known as an amazing tactician and inspirational icon to his men, counseling them in religious matters on marches and leading them fiercely into battle. Shortly after the Contact War, Mizaruz was married into the Izweski clan and ascended to become a Hand of the Hegemon, specifically become the [[Unathi#The_Lord&#039;s_Claws |Lord&#039;s Claws.]] Though his actions during the war and loyalty are laudable, his time as the Lord&#039;s Claws has been lackluster. His tactical knowledge has not translated well to giving advice to the Hegemony&#039;s military on a strategic level, as he consistently fails to properly grasp supply chains on a grander scale, the intricacies of the levy system, and the new frontier of space. However, for most things, those Sinta that work beneath him manage to effectively cover for him, ensuring that the military has competent efficiency. However, if a disaster were to happen and Mizaruz were caught unprepared, it&#039;s unclear if his loyalty and new clan would be able to save him from the reckoning. His diplomacy is viewed with admiration by many Sinta; he has constantly proved himself apt at striking deals and averting crises with other nobility as well as alien states.&lt;br /&gt;
&lt;br /&gt;
Mizaruz supports the policies Not&#039;zar supports: furthering ties with the xeno, the expansion of modernization programs, and usage of force as a last resort, a somewhat strange trait for his position. This undying support for Not’zar has made him the mascot for those who similarly fully believe in the Hegemon: those who share his undying loyalty bring their concerns to him, most of which are about the Hegemon&#039;s still-precarious political position. His reputation as a theologian has also helped keep relations between the newly-formed Church of Sk’akh and the state milder than in the past.&lt;br /&gt;
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Mizaruz is the main proponent of the &amp;quot;New Model War&amp;quot; that worked so well for the Hegemony during the Contact War. He has issued many studies on ways which the Hegemonic Fleet and Army could be improved, yet due to both his own incompetence and the influence of others within the military establishment, very few of his reforms have gone through.&lt;br /&gt;
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=== Seleta Sarnac, Lady and &#039;&#039;Izweski High Speaker&#039;&#039; ===&lt;br /&gt;
Hailing from the southern untouched lands, the lands owned by her father that Lady Sarnac grew up on encompasses the city of Razir, and much of the territory surrounding it, a majority of which have been claimed by the wasteland following the contact war. Born shortly before the contact war, Setelta is the youngest hand of the Hegemon, at around thirty four. She is also one of the two female hands of the hegemon, and fills the position of [[Unathi#High_Speaker | high speaker.]] It is obvious that she was given her position for political reasons, an exemplification of Not’zars more progressive policies, by allowing a female beyond his spymaster to advise him on how to rule the nation. While she holds no lands her brother, Lord Sarnac, holds the key southern regions around Razir, as well as the city itself. Her brother is known to be disappointed that he was not offered the position of high speaker, but is indifferent to it as long as his clan is represented within the highest levels of the Hegemony, by either male or female.&lt;br /&gt;
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Lady Seleta is the face of Hegemonic progressivism, fighting against established traditions and gender roles at the highest level. This has gained her both a loyal following of younger Sinta, and the wrath of the older, more traditional Sinta, who see her as a threat to everything they know. These followings are only amplified by her appearance at Not’zars side at nearly every public event, arranging things to run smoothly, fashioning the Hegemon’s image into one of power and stability.&lt;br /&gt;
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As High Speaker Seleta has strived to do what she can to shore up the Hegemon’s position, attempting to establish a universal love for him among the common Sinta, both Guildsmen and Peasant. Both her and the Hegemon have received the wrath of some nobles for this, as they fear their subjects will start to be more loyal to a personage beyond themselves. Her success in this is unknown, and only a massive crisis could reveal how much loyalty she has gained for the Hegemon among the common people.&lt;br /&gt;
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=== Clan Lord Sakax Razi, &#039;&#039;The General&#039;&#039; ===&lt;br /&gt;
As the third son of guild master Keicacu Razi, Sakax&#039;s lot in life started with making a name for himself within the military of the Hegemony. Unable to inherit any titles, and lacking the guile of his sister, Sakax threw himself fully into mastering the Sinta art of war, determined to fight as his ancestors had before him. This determination resulted in him shooting through the ranks of the Hegemonic military throughout the Contact War, being given more and more responsibility. Now he is Clan Lord of what is essentially a Hegemony military base between Skamander and Imas&#039;hi, commanding his own set of Kataphract and clan warriors. He is known to be a grim but honorable man and has a hatred for all Sinta who fought the Hegemony in the Contact War, blaming them for the ruined state of the species and their home. The few times he has spoken with &#039;&#039;&#039;Azui Hutay&#039;zai&#039;&#039;&#039; has almost ended in a physical conflict between the two. For this reason, Sakax is regularly left off of invite lists for functions where the Overlord will be in attendance, including most formal meetings involving the economics of the Hegemony.&lt;br /&gt;
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Sakax exerts all of his influence confirming that the Hegemony&#039;s military never fully adopts the &amp;quot;New Model War&amp;quot; beyond tactics developed during the Contact War. He believes that the lifeblood and culture of the Unathi is inherently tied to the military and that the two should be reflections of each other. He is the primary proponent behind borderline suicidal tactics in space such as ramming, and given the Hegemony has not fought a major naval engagement within space under his command, they are not yet able to prove his tactics defective.&lt;br /&gt;
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=== Clan Lord Juyzi Izaku, &#039;&#039;The Maddened&#039;&#039; ===&lt;br /&gt;
Ruling over the city and associated lands of Mudki, Lord Izaku is the most old-fashioned Hegemonic lord, to the point of radicalization. He does not put any effort into modernization and believes the Unathi can surmount the challenges posed by the state of their homeworld the same way they always have: through brute force. His lands are in a constant state of famine as clean water and fertile land are in short supply, and the mountainous terrain that surrounds it offers little beyond protection against the climate of the Wasteland, though sadly not its inhabitants. Gargawyn raids are common, and Lord Izaku seems unable to effectively mount a defense. Due to all these factors, Mudki is slowly turning into a ghost town as many Sinta take whatever they can and flee for the rivers of Res&#039;karum or further into the heartland of the Hegemony, with some even ending up off-world in human space. Many of his former subjects curse his clan, hating him for his stubbornness.&lt;br /&gt;
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Lord Izaku has borderline reactionary tendencies, believing that any further modernization or acceptance of the xeno will lead to the death of all that is Sinta. He has at several times made overts threats against his lord, Not&#039;zar Izweski himself, stating that should Not&#039;zar continue his policies, he will consider him to be dishonorable and his pledge of fealty be null. What would happen should Not&#039;zar cross a line in Juyzi&#039;s eyes is anyone&#039;s guess.&lt;br /&gt;
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=== Lord Glatazk Yu&#039;huni, &#039;&#039;The Pious&#039;&#039; ===&lt;br /&gt;
Hailing from the religious city of To&#039;ha&#039;dat, Lord Yu&#039;huni was raised in the heartland of the Th&#039;akh faith as a devout worshiper. However, at age 18, he converted to the religion of Sk&#039;akh and has been one of its most fanatical followers since. Almost losing his position as heir for his clan lands, he kept it through a combination of trickery and might while maintaining ample support from the more centralized Sk&#039;akh church. His first decree was that all who wished to remain in his clan must convert to Sk&#039;akh and must remain faithfulness to their new religion. Because of this, clan Yu&#039;huni has become the most fanatical clan in the process of losing a notable amount of its members, completely loyal to the central Church even in the face of their duty to the Hegemon. This was most apparent during the religious crisis in 2460, where clan Yu&#039;huni expressed their support for the Sk&#039;akh Church against the Hegemon to other clans. The reputation of clan Yu&#039;huni is still stained by the scandal to this day.&lt;br /&gt;
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Lord Glatazk also offers any Sk&#039;akh worshiping Sinta a place in his clan, so long as they originate from the Th&#039;akh Heartlands. This takes the form of an application system, where a Sinta has to answer several questions about their religion, their views on the Church and Hegemony, and acquire several references from co-workers that show their piety. Many faithful Sinta strive to be accepted, yet only the truly fanatical pass his scrutiny.&lt;br /&gt;
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[[File:HighPriestUnzi.jpg|thumb|left|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
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=== Yizra Unzi, &#039;&#039;Exiled High Priest&#039;&#039; ===&lt;br /&gt;
Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malacious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
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The popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
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Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the &#039;&#039;&#039;Contact War&#039;&#039;&#039; outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
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The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approach him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
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The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
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So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the Hegemony. In its short existence it has arrested several hundred individuals and seized many tomes and documents that Mariziite authorities claim are evidence of cult involvement. &lt;br /&gt;
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Yizra has become single-minded in his goal to eradicate the threat of the occult from the Hegemony. His growing zeal and conviction has lead him to behave more ruthlessly, believing more and more in the ends justifying the means. He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
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For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot. &lt;br /&gt;
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The cult the Maraziites are fighting remains a vague enigma, and they aren&#039;t fully sure if it&#039;s a single movement or several. What scant physical evidence they gain from arrested cultists is written in a code that no one has been able to break, and no cultist has revealed secrets under interrogation. Though he hasn&#039;t admitted it to anyone except a few Chapter Masters of the Order, not even Yizra fully understands what they are fighting.&lt;br /&gt;
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[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]] &lt;br /&gt;
=== Vuthix Akhandi, &#039;&#039;Elder Shaman&#039;&#039; ===&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Unathi Religion|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
&lt;br /&gt;
Vuthix Akhandi was born in &#039;&#039;&#039;2405&#039;&#039;&#039; into the now extinct clan Slithiss, which resided in the once fertile lands east of Mudki.  He felt the calling to be a shaman at an early age, but his clan members did not hold high respect to him for the role was largely ceremonial and often more political token than a respected profession to the Slithiss clan.  He tried over several years to enact reforms within the clan, to increase spiritual idealism within, before finally growing frustrated with the lack of interest from his Clan&#039;s leaders.  Vuthix began casting what influence he had to travelers, and in his early twenties, received an invitation to join the Akhandi Order from a shaman on a pilgrimage through his home lands that he had the pleasure to speak to.  The decision to abandon his clan and renounce all title to it was not a difficult decision for Vuthix, and he formally renounced his affiliation with the Slithiss clan soon after, beginning his own pilgrimage to the mountain temple far to the southwest. There was no further significant contact between Vuthix and his former clan for the next four decades as he learned various teachings of the Akhanzi as an acolyte, then a shaman, and now an Elder Shaman.&lt;br /&gt;
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During the [[Contact War]] in &#039;&#039;&#039;2438&#039;&#039;&#039;, the lands of his youth suffered heavy bombardment from atomic weapons, and fearing his ancestors were dead, went out and found his childhood home was now a radioactive crater. He scoured the surrounding area, where he managed to find a group of survivors - and a nephew and niece - within the wreckage of a Sky Behemoth. He gave the survivors treatment and spiritual healing to help them survive the fallout, and gave them guidance and care as he led them back to his temple with in the mountains where they would be safe. The two remain the only living connection Vuthix has to his old clan name. Both of them have decided to take the title Akhandzi and join their uncle in the Order. &lt;br /&gt;
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In &#039;&#039;&#039;2459&#039;&#039;&#039;, the Maraziite Order enacted a major attack on all Akhanzi temples, burning thousands of years of ancient scrolls, texts, and teachings. This Iron Crusade forced many of the Elder Shamans to leave Moghes, with Vuthix saying, &amp;quot;They can not truly steal our ancestral home - for our ancestors are within us, not just on Moghes. Wherever we as Sinta go, our Ancestors follow - within our spirits.&amp;quot;&lt;br /&gt;
Vuthix then came to Tau Ceti with hundreds of other Shamans and hundreds more acolytes all holding as many scrolls as they could. Under the guidance of Vuthix, the Akhanzi Order has made a new spiritual temple and library in Mendell City where they teach any and all who ask to learn.&lt;br /&gt;
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[[File:Siakh.png|thumbnail|left|Portrait of Juzida Si&#039;akh in the middle of a firebrand sermon, circa 2457.]]&lt;br /&gt;
=== Juzida Si&#039;akh, &#039;&#039;Prophet of Flame&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Juzida was hatched &#039;&#039;&#039;Juzida Aizahi&#039;&#039;&#039; into a small family in 2409. His father ran their villages&#039; church and raised Juzida as an orthodox member of the faith. He was sent to the neighboring town of Ouairu for schooling in the small university there. He received a basic theological education and pursued a Doctorate in Sacred Theology with the intent of overseeing his village&#039;s church with his father. His studies ended on &#039;&#039;&#039;2437&#039;&#039;&#039; with the outbreak of the Contact War. His father died in the early stages of the war while acting as a Chaplain in the Izweski army. Juzida took on the mantle of Priest and struggled to maintain his small church as an unassuming, technically unqualified priest for those 2 years.&lt;br /&gt;
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It was shortly after his 30th birthday in the spring of &#039;&#039;&#039;2439&#039;&#039;&#039; that the &#039;&#039;&#039;Contact War&#039;&#039;&#039; went nuclear. His village received no prior warning. Juzida was in the basement of his church taking inventory when the ground began to shake and there was a sudden, unearthly roar that knocked him flat and caused sections of the basement to cave in. Juzida quickly left and emerged from his basement to a hellish landscape of brimstone and devastation. His entire village was completely gone and it was as if nothing had ever been there. In the distance Juzida saw the rising mushroom cloud heralding the apocalypse. It was here that Juzida fell to his knees and received divine revelation as Sk&#039;akh spoke to him directly. Sk&#039;akh told Juzida that the Unathi species had become too sinful and corrupted by evil and that the missiles streaking through the sky were the bringers of Judgement Day. Sk&#039;akh told him that everyone that died within the new few hours from the fires of atomic bombs would be cleansed of sin and join her in the afterlife, while all those left behind would be abandoned as Sk&#039;akh wrote off the Unathi species and condemed them to forever reincarnate on Moghes, trapped on the hell that they had created for themselves. Sk&#039;akh finally warned Juzida that she would only consider saving the species if they proved their worth by rebuilding and purifying Moghes, and that Juzida would be the &#039;&#039;&#039;Final Prophet&#039;&#039;&#039; to represent Sinta&#039;Unathi and prove to Sk&#039;akh that the species was worth saving.&lt;br /&gt;
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Juzida immediately abandoned his clan name and took on the last name &#039;&#039;&#039;Si&#039;akh&#039;&#039;&#039;, which loosely means &#039;&#039;&#039;Prophet&#039;&#039;&#039;. Juzida Si&#039;akh spent the rest of the Contact War wandering the wasteland, initially unsure about how to handle his monumental life goal. He watched as civilization collapsed in the face of the apocalypse, and how survivors and tattered remnants of the old kingdoms were fighting a desperate war of survival. His travels had him exposed to the greed, selfishness, and brutality consuming Sinta&#039;Unathi in the post-apocalyptic wasteland. But he also saw glimmers of charity and good deeds that cemented his hopes that his people could be redeemed in the eyes of Sk&#039;akh.&lt;br /&gt;
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Taking these experiences Si&#039;akh preached his doctrine across the Wasteland. With the end of the world having happened, his message resonated well with the survivors who desperately looked for answers as to why Sk&#039;akh would allow this to happen. By &#039;&#039;&#039;2450&#039;&#039;&#039; his congregation was up to several thousand, and his entourage traveled the Wasteland with him, and it was from this point that Si&#039;akh began to deal with persecution from the Izweski, who chased him out of their lands wherever they found him.&lt;br /&gt;
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By &#039;&#039;&#039;2457&#039;&#039;&#039; Si&#039;akh had survived several asassination attempts, but coincidences (or divine intervention) had foiled all of them, and he claims it is because he is literally immortal and unable to be killed until his mission is complete. The same could not be said for his followers. The Followers of Si&#039;akh were violently persecuted, leading Si&#039;akh to form &#039;&#039;&#039;The Reavers of the Flame&#039;&#039;&#039;, an armed religious order tasked with defending the faithful and guarding pilgrimage routes from marauding bandits or Izweski incursions.&lt;br /&gt;
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Si&#039;akh is passionate, fiercely devoted to his beliefs, and unwavering in his committment to see the Sinta&#039;Unathi species redeemed. He is known to be extremely giving, immediately handing off any food or water given to him to someone more needy than he. His followers have periodically had to directly confront him and beg him to eat after he goes several days refusing to eat. And while he insists he is Sk&#039;akh, his single-minded mission to completely overthrow the traditional order of Unathi society has caused him to be branded a radical heretic. He has experienced so much prejudice and violence that he has become very radicalized and unwilling to consider deviating from his life mission.&lt;br /&gt;
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=== Emzal Paossini, &#039;&#039;Creator of Paradigms&#039;&#039; ===&lt;br /&gt;
Born by a surrogate to two fathers in 2419, Paossini was once the product of marriage uniting two powerful traditionalist clans. Seeking a scholarly pursuit instead of becoming a spy as her parents wanted, she began her career of religious history by developing an almost obsessive fascination with the old ways of the Sinta’Mador. When the war came about, both of her fathers were sent to the slaughterhouse, and she was left largely without a family. This left Paossini a bitter and closed-off woman. Her words turned to fervent prayer as she asked what to do, unsure of her purpose and what to do with the hatred inside her. The spirits murmured in her ears, and after landing on Ouerea, she realized prosthetics were an advanced form of the ancient and rudimentary golems and crypts utilized by the Sinta’Mador. After rejecting their old name and claiming the soul of a fisher, neither a warrior nor healer, the remnants of the clans of their fathers labeled them as ‘Guwan’—not like Paossini cared or took up the name, anyway.&lt;br /&gt;
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Though not an official leader of the religion, Paossini is widely regarded as the Progenitor of the Aut’akh. From them, all of the first Mador rituals, runes, and modernized alphabet originates, and their opinion is almost always considered on matters where it is known. They enjoy the great privilege of being a revered unathi among the Aut’akh, and their location is kept hidden from most, outside of secret Sinta’Mador codes passed between communes. Occasionally, they will break from their hiding to deliver a word on a grave issue, but such events are rare at best. Some postulate if Paossini is even still alive, or just a rumor perpetuated among the gossipers of each enclave.&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=26858</id>
		<title>Unathi Honor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=26858"/>
		<updated>2022-09-30T13:39:13Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: Removing the Star Code.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}} {{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
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Traditional Unathi take honor very seriously, and following a strict code of honor is required by every individual as well as every clan and every nation. Most Unathi clans have different metrics for honor, but there are near-universal themes that have remained consistent throughout history.&lt;br /&gt;
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Honor is considered to be a clan’s face, similar to the concept of decorum. To lose honor is to lose face, and it can lower a clan’s standing with its peers. A Unathi behaving dishonorably can also lose face, lowering their status, which makes honor as much of a political asset and liability as it is a personal code of conduct.&lt;br /&gt;
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Honor is distinct from disgrace, in that one can exist outside of the standard system of honor, but still bring disgrace upon their clan due to their actions. For example, peasant women aren’t typically bound by the same honor rules as peasant men or noble women, but are still able to be disgraceful.&lt;br /&gt;
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== Universal Honor ==&lt;br /&gt;
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Common, urban Unathi without feudal obligations aren’t necessarily required to follow the Warrior’s Code, but are still expected to obey their elders, conform to their clan’s wishes, and respect the ancestors.&lt;br /&gt;
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Typically, male Unathi are incredibly blunt and honest with their business dealings, which makes Sinta-led guilds struggle when competing with more charismatic parties who have no qualms with presenting themselves through rose-tinted lenses. While this can be worked around with female (or even non-Unathi) PR staff, Unathi view guilds that heavily utilize such staff as this as shady or dishonest. This usually leads to the creation of separate positions for Sinta-facing and non-Sinta-facing public relations, with the latter typically (though not always) staffed by women; as non-Sinta are unlikely to know or care about the stigma associated with such, guilds can remain competitive while not tarnishing their image.&lt;br /&gt;
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== Honor for the Warrior ==&lt;br /&gt;
&lt;br /&gt;
The romanticized Unathi warrior follows a strict Warrior’s Code. Passed down from master to apprentice, it has only recently been written down by Ouerean sociologists, drawing much ire from traditional warrior guilds. The tenets of the Warrior’s Code [[Contact War|were severely stressed during the Contact War]] due to the realities of modern war, as many on both sides eschewed honor to simply fight for their own survival. Stemming from this, there is a slowly growing concern within the Hegemony that the Warrior’s Code has become antiquated, but it still remains important to Sinta who consider themselves warriors, or dream of becoming one.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Warrior’s Code and its tenets are societal expectations by and large, with many only following it out of obligation, or only in the public sphere. Many less-devoted individuals may ignore it entirely when it comes to private interactions, as long as they believe reprisal for such actions is unlikely. The Sinta rumor mill can be fierce and swift, however, so even those misdeeds which occur in private can often find their way to the forefront. In fact, it’s a common perception that many Sinta, especially after the Contact War, only care about honor insofar as it allows them to make a spectacle of shaming those they dislike.&lt;br /&gt;
&lt;br /&gt;
=== The Warrior’s Code ===&lt;br /&gt;
&lt;br /&gt;
Each tenet is subservient to the ones before it, with Righteousness being the most important and Loyalty being the least, though all of them should be followed to the best of a warrior’s ability.&lt;br /&gt;
&lt;br /&gt;
A warrior must hold his words to the truth that exists in front of him; he displays &#039;&#039;&#039;Righteousness&#039;&#039;&#039; in his actions. He is fair and honest at all times in his dealings with others, and does not disguise his motives or obscure the facts.&lt;br /&gt;
&lt;br /&gt;
A warrior must protect the weak from danger and spare the innocent; he shows &#039;&#039;&#039;Mercy&#039;&#039;&#039; to those in need, and does not abuse prisoners or kill an unarmed foe. Surrendering to an honorable warrior means receiving fair treatment, as if one were a guest; combined with the tenet of Courage, this means warriors have little difficulty with accepting or offering surrender when necessary. It is viewed as respectful, rather than cowardly, to surrender to an enemy.&lt;br /&gt;
&lt;br /&gt;
A warrior’s word is his bond; he must have the &#039;&#039;&#039;Integrity&#039;&#039;&#039; to carry it through to fruition. As the partner to righteousness, instead of a warrior holding his word subject to the world, he makes the world subject to his own word.&lt;br /&gt;
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A warrior must not hesitate in the face of opposition; he should have &#039;&#039;&#039;Courage&#039;&#039;&#039; in the face of hardship, in combat or elsewhere, meeting it with zeal and cunning, and commit his entire being to victory. However, that doesn’t mean a warrior refuses to accept defeat; instead, he accepts it as an inevitability of life. One fights to delay it, but recognises that no matter how hard he tries, he can never banish it entirely. Likewise, he faces defeat with honor and dignity, choosing to acknowledge his loss and the skill of the one who bested him even when confronted by death. A warrior doesn’t compromise his ideals when confronted with defeat or death, instead choosing to uphold them both in word and deed even when he alone supports what he feels is right.&lt;br /&gt;
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The final duty of a warrior is &#039;&#039;&#039;Loyalty&#039;&#039;&#039; to his superior, most commonly his Lord or clan leader, and also his partner. A warrior would gladly lay down his life without hesitation in defense of his Lord or clan leader. However, a warrior isn’t expected to blindly obey all orders given to them; if obeying an order would cause them to break any of the other tenets, they are obligated to refuse in order to protect their own honor.&lt;br /&gt;
&lt;br /&gt;
If a warrior finds their honor to be irrevocably tarnished, they must become &#039;&#039;&#039;Guwandi&#039;&#039;&#039;, pledging themselves to a righteous death through combat. A Guwandi’s goal is to die while fighting their hardest in combat because accepting the ultimate defeat of death in a fair battle absolves all past dishonor. One who dies as a result of throwing a fight, however, is permanently dishonored and separated from their ancestors.&lt;br /&gt;
&lt;br /&gt;
== Honor for the Healer ==&lt;br /&gt;
&lt;br /&gt;
Traditionally, as women are never viewed as warriors, they have never been expected to follow the Warrior’s Code. As peasant women have relatively few obligations, they are bound primarily by avoiding disgrace instead of exhibiting honor. They have relatively few obligations, especially on Moghes where villages are seen as safe enough for children to explore on their own at an early age. Married peasant women in particular exist almost entirely outside the system of honor, though many outside of Moghes take on or emulate the practices of noblewomen in an attempt to raise their standing in society.&lt;br /&gt;
&lt;br /&gt;
Noblewomen are known to hold to their own traditions, however. Historically, noblewomen once frequently met at gatherings where petty rivalry between clans would be set aside in favor of an atmosphere of levity and camaraderie. These eventually developed into formal meetings, and a standard of decorum was set, though usually shared via word of mouth or watching others rather than writing it down.&lt;br /&gt;
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Much like with the Warrior’s Code, the Matriarch’s Code was recently written down in at least one form by Ouerean sociologists. However, the Matriarch’s Code differs from the Warrior’s Code in that it is often described in disparate ways by different researchers. This has led to the common outside perception of any sort of formal rules of decorum for noblewomen as, at best, simply playing at the more sophisticated concept of honor that warriors have; at worst, mere cash-grabs by Ouerean scholars willing to fabricate evidence to line their pockets through book sales.&lt;br /&gt;
&lt;br /&gt;
The most common formulation of the Matriarch’s Code supposedly originates from the noblewoman meetings held by Queen Juztia Izweski, wife of a former Izweski Hegemon, which served a vital role in informing her vast network of female spies, known as the Guild of Shadows. In fact, it is believed that these meetings were initially started by her spies as a way to get information inconspicuously, and unsurprisingly enough noblewomen from all across the Hegemony were more than happy to air their grievances in similar company. Many noblewomen who believe this story idolize her as an exemplar of the ‘goal-driven noblewoman’ archetype.&lt;br /&gt;
&lt;br /&gt;
=== The Matriarch’s Code ===&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Loyal&#039;&#039;&#039; to her clan, Lord, and partner in that order. This tenet is the most important of all, as a woman’s duties are determined first and foremost by her loyalties.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Dutiful&#039;&#039;&#039; in all aspects of her life. While this often refers to simply keeping the household, children, and servants in check, for those with higher aspirations it means that they are held to a higher standard, both by themselves and others, in whatever they choose to do. A noblewoman who handles the house above all other things must be the best at maintaining the household, while one who chooses to be a diplomat must be the best at diplomacy. Moreso than for men or peasant women, inadequacy and mediocrity are not tolerated.&lt;br /&gt;
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A noblewoman must be &#039;&#039;&#039;Graceful&#039;&#039;&#039;, representing her household and your husband well. Not only avoiding disgrace herself, she must actively serve as an example of gracious conduct. She must also ensure that those under her are presented in a positive light, usually in the form of controlling what information others hear. Servants learn gossip from the lady of the household, and they will often spread it far and wide; this is a strong boon if wielded by a cunning noblewoman.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Knowledgeable&#039;&#039;&#039;, understanding both the world and her role in it. Her knowledge need not be limited to a specific domain, as the more a noblewoman knows, the more she can leverage it to the advantage of her and her household.&lt;br /&gt;
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A noblewoman must be &#039;&#039;&#039;Tactful&#039;&#039;&#039;, understanding the right time to keep or divulge secrets. Men are honor-bound to tell the truth, but women aren’t. This ability to lie without dishonor must not be abused, however, or one will develop a reputation as a liar and become useless. Many noblewomen therefore choose to reveal harmless secrets in order to temper their reputation, while others instead simply conceal their lies better (and often elaborately).&lt;br /&gt;
&lt;br /&gt;
== Dueling ==&lt;br /&gt;
&lt;br /&gt;
Dueling is a time-honored tradition for Unathi, and Sinta from all walks of life have engaged in it. Typically, this matched combat is a way to settle disputes and matters of honor--though, the sight of blood is always satisfying to the average Unathi.&lt;br /&gt;
&lt;br /&gt;
The procedure for duels on Moghes has historically been simple. An Unathi who would seek to challenge another to combat typically goes by the following procedure: &lt;br /&gt;
First, the challenger points directly at the would-be duelist, staring into their eyes and lashing their tail against the ground; an inescapably offensive gesture. This is to signal the demand for a duel. The one who first made the challenge must announce their name and Clan, the reason for the duel, where it will be done, and the weapon they will use, all in a public and formal manner. Ranged weapons can only be brought if it is a duel exclusively using ranged weapons, and energy weapons can only be brought if both are using energy weapons. The challenged will respond with their name and Clan, and their weapon of choice. It is possible to apologize in a satisfying manner and the duel might be stopped, but often these manners of honor can only be satisfied with blood. Denying a duel must be done carefully; it can often result in serious accusations of cowardice, or being perceived as a further insult to the challenger. Participation can be honorably refused on account of major difference in age, difference in sex, severe social inferiority, or the challenger being inherently honorless. Duels may also be honorably declined if they are random, or if one has nothing to prove. It is also poor form for women to duel in public, but arenas are a legitimate place for this.&lt;br /&gt;
&lt;br /&gt;
At the choice of the challenger, the duel can be brought to a number of conclusions; till the first drop of blood spilt, until one of them is too injured to continue, until surrender, or to the death. Requirements are typically requiring a witness and doctor per combatant. However, duels to the death require the knowledge and consent of each Unathi’s Clan Matriarch or a judge. Typically, the setting for a duel is either outside of a city or town, or in a designated dueling area. All cities are typically equipped with dueling arenas in the Duelists Guild’s Arena Hall; where witnesses, doctors, and refreshments can be found in good supply. After both combatants have discussed everything, and have both agreed to the duel, both must wait up to a week in order to train and steel themselves for the battle to come. If one party fails to appear, they are considered to be a coward and the party that appealed would win by default. The resulting reputation for their cowardice can easily affect the individual’s standing in society, perhaps even affecting their Clan.&lt;br /&gt;
&lt;br /&gt;
While most duels are done between the lower classes, and Warriors, it is not unheard of for nobles to engage in a duel. While those of lower birth may enjoy the freedom to use their preferred weapon while dueling each other, and even battles between nobles have the same choice; if a noble chooses to agree to a duel challenge to one of a lower rank, it is the noble’s choice what weapon both combatants will use. This discourages many from even trying, as most of the nobility have been practicing with expensive equipment and expensive training for numerous years. Typically it is an extremely poor move to challenge the nobility without a serious grievance. Nobles also have the choice of sending a chosen Warrior as a champion, a tactic employed by very high Clans, such as the Izweski. While the chances to beat a noble with their chosen weapon are incredibly slim, history shows that the nobility is not unbeatable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=26826</id>
		<title>Aut&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=26826"/>
		<updated>2022-09-22T21:03:30Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* A Cult is Born */&lt;/p&gt;
&lt;hr /&gt;
&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 = Autakimagedone.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes, Ouerea&lt;br /&gt;
 |Language = Sinta&#039;Unathi, Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = The Aut&#039;akh Valley / The Communes&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Aut&#039;akh are a decentralized, leaderless religious movement and society. Formed by a group of scientists and engineers on Ouerea after the Contact War, they took the Th&#039;akh faith to extremes through ritualistic augmentation in the pursuit of self-actualization. After revealing themselves to the galaxy, these transhumanists seek to carve out a small space for themselves wherever they can seek refuge. Many disabled and elderly form these religious communes that seize and control their own spiritual destiny, and others who feel displaced by society - Guwan, those who claim their bodies and souls do not align, and even those of other species - they are found within these communes as well.&lt;br /&gt;
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However, this cultish movement does not go unanswered: the Sk&#039;akh faith publicly ridicules these tech worshipers, calling them &amp;quot;soul mutilators&amp;quot; and &amp;quot;a disgrace to sinta.&amp;quot; On top of this, though being based on the faith, most if not all Th&#039;akh shamans adamantly denounce the religion as honor-less Guwan. Finally, each commune faces unique challenges in trying to fulfill their own lifestyles and adapt to different climates.&lt;br /&gt;
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=== Anarchists and Non-traditionalists ===&lt;br /&gt;
Aut&#039;akh prescribe to the belief that, to appease the soul within, one must emulate the free spirit of a soul. In doing so, the radical religion has stepped away from the traditions and practices of unathi society, though almost all of them struggle to truly leave them behind. The biggest point of contention for Aut&#039;akh is the clan hierarchy. These Aut&#039;akh believe the spirits all view each other as kin should they act kindly to one another, and thus Aut&#039;akh view each commune being closer to one big clan. After this, a majority of Aut&#039;akh believe the caste system to be flawed. Simply put, it is used to keep power over others, and spirits do not have any rules or advisors they have to listen to, according to Aut&#039;akh. The result is Aut&#039;akh avoiding authority wherever they can, especially when it is used to their detriment. Lastly, a smaller number of these unathi dislike how society ostracizes those that do not fit into its rigid ideals. Guwan and those that feel they do not truly fit within the norms for men or women flock to Aut&#039;akh, which only helps bolster their numbers.&lt;br /&gt;
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However, even though they are considered radical by unathi standards, like all religions, &#039;&#039;&#039;most Aut&#039;akh are not extremists and do not automatically resort to violence&#039;&#039;&#039;. NanoTrasen would not take to hiring extremists, so avoid direct conflict and lean on minor acts of disobedience, expressing your ideals to others (as any good cult should!), and perhaps not being too friendly with command, though even security and command might just be seen as cogs in the corporate machine. This said, [[Traitor|some extremists do manage to slip through the cracks every now and then]].&lt;br /&gt;
&lt;br /&gt;
=== Augments and Prosthetics ===&lt;br /&gt;
Unathi are a proud and stubborn race, embedded in tradition even when going against it. Unathi prefer to have unathi-crafted augments and prosthetics, and thus, Aut&#039;akh augments were created - combinations of modern prosthesis and brute force.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh have a selection of unique augment and prosthetic options to choose from.&lt;br /&gt;
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*&#039;&#039;&#039;Arm and Leg prosthetics&#039;&#039;&#039; - Simple yet sturdy, Aut&#039;akh limbs are extremely customized by shamans in the communes. They can often include Th&#039;akh scripture or names of the individuals ancestors inscribed into the metal to imbue it with spiritual energy, along with other Mador runes and symbols.&lt;br /&gt;
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*&#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; -  A soul anchor is a mirror or a piece of glass placed behind the eyes. To Aut’akh, a soul anchor is a house to concentrate the soul. Many Aut&#039;akh swear by it, and say that communing with their spirit is easier after having it installed. Usually, these objects are written with a name, place, object, or word with great value to the unathi having it added to them.&lt;br /&gt;
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*&#039;&#039;&#039;Calf Overdrive&#039;&#039;&#039; - Originally created with stolen pistons from a Hephaestus mining droid on Ouerea in the Aut&#039;akh Valley, its design has been replicated and made even more dangerous by removing the safety mechanisms usually in place. These pistons, installed into the rear calves, give sheer power to a Unathi&#039;s speed at the cost of being extremely damaging to the body.&lt;br /&gt;
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*&#039;&#039;&#039;Protein Breakdown Valve&#039;&#039;&#039; - A small valve on the body that releases a traditional Unathi medicine into the stomach - forcing rapid digestion for immediate adrenal stimulation. Causes long-term damage to the stomach that must be cured with a hearty herbal tea, prayer, and rest.&lt;br /&gt;
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*&#039;&#039;&#039;Venomous Rest Implant&#039;&#039;&#039; - A small compartment connected to the blood system that administers a traditional Unathi healing agent: the venom of a Moghesian wasp.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Farseer&#039;s Eye&#039;&#039;&#039; - Augmented eyes to allow far-sight, though it strains the eyes heavily with use. Originally made by a shaman in the Wasteland constantly being chased by Maraziites, he traded his only weapons for a Hephaestus drone lens, and then crafted it into an eye-patch binocular. This was later replicated by his meeting with the Aut&#039;akh Valley, and then the process repeated throughout the rest of the communes.&lt;br /&gt;
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*&#039;&#039;&#039;Hunter&#039;s Eye, Eye Flashlight&#039;&#039;&#039; - Augmented eyes that glow brightly red, used for intimidation and utility. Used by communes that work to undermine Hephaestus&#039; power, the hunters that use these do not hunt for food: instead, hunting Hephaestus robots for their parts. Primarily seen use in the Aut&#039;akh Valley and the Wasteland.&lt;br /&gt;
&lt;br /&gt;
=== Job Restrictions ===&lt;br /&gt;
&#039;&#039;&#039;Due to a mix of religious and political views, Aut&#039;akh are barred from command roles.&#039;&#039;&#039;&lt;br /&gt;
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=== Unorthodox Names ===&lt;br /&gt;
Some unathi, especially those who denounce and leave their clan, take up a new name as their body is cleansed and reborn as an Aut&#039;akh. These names vary, but usually the name has a key meaning. Origins for a lot of the mysticism in the religion come from the old Sinta&#039;Mador, and thus some Aut&#039;akh pick a word or combination of them from this ancient civilization’s language as their last name.&lt;br /&gt;
&lt;br /&gt;
Whether your Aut&#039;akh chooses a new last name is up to you, and whether or not it fits the character overall. With a name, consider what it means in Mador and why your character would opt for this word. (Since this is a dead language that isn&#039;t used in game, feel free to get creative!)&lt;br /&gt;
&lt;br /&gt;
== Lifestyle ==&lt;br /&gt;
The Aut&#039;akh religion has aspects that deter from more conventional and traditional faiths. The faith, due to its polarizing and radical nature, doubles as a form of lifestyle for everyone who truly prescribes to its philosophies. More of the core tenets can be found [[Unathi_Religion#The_Aut&#039;akh_Heathens|here]].&lt;br /&gt;
&lt;br /&gt;
Each group of Aut&#039;akh, formally referred to as communes, are clan-less and leaderless societies that seek to avoid putting power into any one individual. Responsibilities that require consolidated power are never solely on one person; any specific role has a rotation of people from the commune that pass off responsibilities after a certain period of time. Such roles might be managing and keeping track of credit stores, managing community projects, or even jobs that lack any true form of power over others but need to be done regardless, such as delivering and sending mail. Aut&#039;akh shamans are the only considerable people of power, and are usually go-to figures when a commune needs representation in a matter. However, many Aut&#039;akh are divided on whether or not these shamans are truly necessary outlets of the faith.&lt;br /&gt;
&lt;br /&gt;
Besides such roles, each person leads a simpler life in the commune, where everyone is technically responsible only for themselves. Communes often have a very tight sense of community in a way that resembles how clans operated before. Trading is normalcy for each commune as most people do not have the skills or time to perform each task they need done themselves. These trades usually come down to routine due to familiar interactions with a small populace. While credits are still held by the commune as a whole for purchasing power with the outside world, material wealth is something that is sometimes avoided; most wealth goes towards attempting enlightenment via augmentation.&lt;br /&gt;
&lt;br /&gt;
Usually, most prosthetics are made painstakingly slow from scrap and various items that other people throw out. Due to the lack of resources each commune utilizes, a given commune usually waits for the Factory to ship out requested replacements and simply &amp;quot;fit&amp;quot; them to Aut&#039;akh in the commune; however, due to struggles in communication in tandem with other problems, Aut&#039;akh must each wait in turn to receive new biotech.&lt;br /&gt;
&lt;br /&gt;
Finally, Aut&#039;akh that seek to liberate themselves from the bounds of society often experiment and partake in unorthodox practices for unathi, only solidifying these groups as cults. Forgoing labels is rather common, yet it goes far into extremes such as non-monogamous relationships and even nudity within the commune, though many &amp;quot;traditional&amp;quot; Aut&#039;akh frown upon these considerably more radical practices.&lt;br /&gt;
&lt;br /&gt;
=== Becoming an Aut&#039;akh ===&lt;br /&gt;
Connecting with your spirit requires true emulation of a spirit&#039;s nature. In addition to living a life devoid of authority wherever possible, commune denizens put great effort into art or shows of self-expression. The truest form of self-expression, however, is connected to an Aut&#039;akh&#039;s choice of limbs, augments, and similar. Much like how people commission artists for paintings, Aut&#039;akh request prosthetics from a capable roboticist in the commune. Such figures that are able to make prosthetics are sometimes the shamans themselves; however, most communes cannot cheaply produce the main body of an augment or member, and thus requests are sent out to other communes, namely the Factory.&lt;br /&gt;
&lt;br /&gt;
The process of creating or fitting a limb for an Aut&#039;akh is involved and painstakingly done, as there can be no room for error. The flesh can be flawed, inert, or disabled; prosthetics should only ever be an improvement, not a downgrade, as a house for the spirit. However, the spirits have petty squabbles and disagree upon a myriad of issues, and similarly, different communes have grown apart on how perfection in mechanical limbs is displayed, with even some more minor disagreements within the same commune. An Aut&#039;akh&#039;s first responsibility, however, is making sure that new tech is made to their own liking, and nobody else&#039;s.&lt;br /&gt;
&lt;br /&gt;
The most popular tech among Aut&#039;akh is the soul anchor due to its reputation to cause &amp;quot;baffles.&amp;quot; &amp;quot;Baffles&amp;quot; are moments where unexplained figures from the individuals memory randomly appear. Many who experience these often describe seeing themselves in a different way, in a different life: past, present, or future. &amp;quot;Baffles&amp;quot; are said to be moments where someone should self-reflect and attempt to commune with their spirit.&lt;br /&gt;
&lt;br /&gt;
=== Challenges of the Commune ===&lt;br /&gt;
Due to striving towards being a self-sufficient society, communes encourage and promote useful hobbies like aquaculture, sewing, and artisan crafts. These communities, regardless of how many people being productive, often still lack certain necessities or goods. Communes often face difficulties such as shortages of food, lacking proper medicine, hygienic supplies, and construction materials. While some communes rectify this with shared stores of credits to purchase these materials, many unathi die due to illnesses that could be easily avoided elsewhere. NanoTrasen and other mega corporations have taken great advantage of the need of these communities, often enticing pay not in credits, but discounted supplies to provide for a commune. This is a helpful pursuit for any in the commune, especially for roboticists, but this can often strip a commune of an important figure.&lt;br /&gt;
&lt;br /&gt;
Rarely do non-Aut&#039;akh know any concrete information about these communes; as a result, lies and rumors are spread about Aut&#039;akh, and while helpful for keeping these communities hidden, this only demonizes and alienates Aut&#039;akh further. &amp;quot;Aut&#039;akh,&amp;quot; due to the radical religion itself, has become a catch-all derogatory term for troublemakers, dishonorable sinta, and even just those simply with augments or limb replacements. Extreme rebuke isn&#039;t uncommon on Moghes, but due to the mixed environment and gradual change on Ouerea, the movement is scorned less actively. Aut&#039;akh still draw gaze and suspicion heavily on this sister planet, though. The Aut&#039;akh Valley and the Underbelly communes often find raids done by more zealous worshipers of other religions that try to hamper their efforts. Though they try their best to defend themselves and protect the community, most warriors deter from actually killing, especially on Moghes; one wrong move from these societies can lead to a raid, an angry mob, or worse. This results in attacks on buildings, stores of food, and communication relays.&lt;br /&gt;
&lt;br /&gt;
Even within communes, discrimination runs rampant. Though shedding formal titles, affiliations, and other aspects of their old selves, unathi still end up facing discrimination they tried to avoid in their past life from more &amp;quot;traditional&amp;quot; Aut&#039;akh. This group, usually comprised of elders or former warriors, still hold onto some of their old values partially if not entirely, and thus a fight is as internal for this religion as it is external.&lt;br /&gt;
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=== Commune Shamans ===&lt;br /&gt;
The various shamans of each commune are either one of the original Aut&#039;akh, or one of the first roboticists and biomechanical engineers to join this secretive religion. Each shaman, often known as paradigms or &#039;&#039;vikneza&#039;&#039; in Sinta&#039;Unathi, usually can agree on the core tenets of the Aut&#039;akh faith. These shamans do their best to not command actual power within a given commune, but merely offer &amp;quot;humble guidance&amp;quot; that suggests a course of action they think reasonable.&lt;br /&gt;
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Much like the decentralized Th&#039;akh faith, Aut&#039;akh shamans generally differ on views regarding different matters. The shamans of Moghes may think it fine for unathi to keep credits for personal pursuits, while those of the Factory may be inspired by local dregs, seeing anyone that is &amp;quot;riccy&amp;quot; as being corrupted by evil spirits. These shamans also have varying views on rituals, communing with your inner spirit, and vary in extremity on how to protest governments and mega corporations.&lt;br /&gt;
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=== Community Consensus ===&lt;br /&gt;
Typically if an individual commune is going to perform a large action that affects the commune, the community comes together for a vote called &#039;&#039;&#039;Consensus&#039;&#039;&#039;. The most common Consensus is whether or not to risk a public march or strike for augmented unathi to be respected in society. Some vocal minorities in the communes advocate for cutting off the hands of other unathi and see if they&#039;d listen to their cries then - however, they are often berated by the elders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consensus is not needed for every single decision that an individual or group might make&#039;&#039;&#039;, but on matters that affect an entire commune. Individuals know their job and how to do it without needing to call for an entire consensus. Consensus is for major projects, such as development for a new community building, an activity that can affect the fate of the commune, or if a commune is low on credits.&lt;br /&gt;
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== Rituals and Routines ==&lt;br /&gt;
Aut&#039;akh find that, through trial and error, different things appease and displease the spirits they come into contact with during day to day life. As most spirits are free and chaotic in nature, Aut&#039;akh emulate this and are hardly slaves to routine, unlike their Th&#039;akh worshiping cousins. However, what unique routines they do keep are very important to them.&lt;br /&gt;
&lt;br /&gt;
=== Cleaning ===&lt;br /&gt;
Cleaning and maintaining prosthetics is arguably the most important thing for every Aut&#039;akh. As augmentation is committed to a unathi to appease the spirit inside of oneself, it is important to make sure they are kept clean and shiny. Aut&#039;akh develop their own ritualistic activities for before, during, or after one of these maintaining events. Aut&#039;akh usually have unique rituals that are either passed down from parents, or developed over time for themselves. &#039;&#039;&#039;However, even though all Aut&#039;akh have prosthetics, most still lack the advanced knowledge to fix them.&#039;&#039;&#039; The few dedicated artisans who help fix biomechs are busy and rarely have time to teach the commune much of their trade. As a result, most Aut&#039;akh aren&#039;t versed in fixing their prosthetics outside of minor dents and damage. It is the important role of the shaman to be the one to repair and fix these technological members in a way that will appease the spirit housing these mechanical augments.&lt;br /&gt;
&lt;br /&gt;
=== Communing with Your Spirit ===&lt;br /&gt;
Unlike Th&#039;akh, most Aut&#039;akh believe that, since the flesh and blood are imperfect, there is a disconnect between what the mind wants and what the spirit wants. All Aut&#039;akh, in their striving to attain enlightenment, attempt to commune with their inner spirit whenever an important decision needs to be made. Whether a new augmentation, finding a partner, or something as major as leaving the commune for any reason, Aut&#039;akh attempt to commune with their spirit as best as they can. These events are rather varied; they can usually include traditional methods such as meditation, but also have the potential to carry into extremes, like overindulgence (giving into desire, as what the spirits often do) or keeping away from the outside world for several days.&lt;br /&gt;
&lt;br /&gt;
=== Ritual of Shards ===&lt;br /&gt;
While the commune embraces anyone that accepts their teachings, the reality of resource management means that they cannot provide the augmentation that all its members strive for. Priority is given to unathi that are maimed or otherwise physically handicapped, an the steady stream of Wastelanders means that the waiting list is very long for healthy initiates. However, a fully healthy unathi of at least 14 years old can ask any shaman to initiate the ritual. What it is varies by the shaman, but the requirement is always the same: it is difficult, dangerous, and typically selfless. Most early initiates were sent hiking the frigid cold in basic gear to deliver food to a reclusive shaman in the more extreme north. In modern times they are typical quests, large or small in importance, that would try the abilities of any unathi. If the initiate survives, they are given their first prosthetic.&lt;br /&gt;
&lt;br /&gt;
=== Ritual of Rebirth ===&lt;br /&gt;
This is the process a unathi undergoes after receiving a certain amount of augmentation. Individuals who have already experienced great pain in their life, such as being maimed or disabled, may be allowed to more quickly receive their Ritual of Rebirth due to getting attaining many prosthetics.&lt;br /&gt;
&lt;br /&gt;
Unathi who are undergoing this process will be put into a Sk’au in a ritual chamber to begin the process. The individual is kept unconscious within the Sk’au as appropriate runes and magic symbols of Mador are placed along it. These runes usually carry some significance to the person undergoing this ritual; people of importance to this lucky individual are permitted and encouraged to watch. An Aut&#039;akh shaman, completely covered in energy harnessing runes, will assist in powering the Sk’au during the process to aid and guide the process of clearing the soul. It is claimed by many that, during such a period of unconsciousness, unathi undergoing the Ritual of Rebirth are visited by sinta that have passed, they currently know, or even individuals they haven&#039;t met yet.&lt;br /&gt;
&lt;br /&gt;
The original Sk’au were known as Sepulchres by the Mador, but this term has been replaced with Sk’au Sarcophagi, or just simply Sk’au. They resembled a stone sarcophagus with finely chiseled holes that conductive metal would run through. It’s believed based on Mador runes that they held a spiritual or medical purpose. They could have been used to rejuvenate their drying skin, or to try and make their bodies more like the southern Sinta’Unathi to let them survive in drier environments, but the true intention is unknown. Modern Sk’au are very similar to cryotubes made of metal and glass. When filled with cryoxadone and aided with Mador magic, it allows anyone inside the Sk&#039;au to be put into a comatose state as their soul is cleansed.&lt;br /&gt;
&lt;br /&gt;
== The Old Mador ==&lt;br /&gt;
Sinta’Mador (or just Mador) are an extinct species of Sinta who lived in the north pole of Moghes until around 200,000 years ago. It’s unclear when mador split from modern unathi, and most archaeological sites and museums were tragically lost in the Contact War, with surviving evidence in the hands of the Aut’akh. What is known is that mador could not survive outside the rain forests at the poles as their bodies would rapidly dehydrate and they would die. Before their extinction, they were technologically advanced for the time with an understanding of conductivity and masonry, with the one surviving city found under the ice by the Aut’akh believed to have the capacity to house 75,000 mador. What surviving cultural and religious elements about them has been re-appropriated by the Aut’akh.&lt;br /&gt;
&lt;br /&gt;
=== The Fall of Sinta&#039;Mador ===&lt;br /&gt;
With climate change rapidly cooling and drying the poles and unathi migrating north into the newly temperate regions, the mador&#039;s original, unknown religions were rapidly subsumed by a single faith. They believed that their god Xiaciapot’ele had died and that his energy was dissipated into the world, throwing it into flux. The faith believed that they needed to tap into this essence and utilize it themselves to reverse the apocalypse they were facing. The mador retreated into subterranean temples they dug out as the rain forests died in the rapidly cooling climate. They used all their available skills to try and &amp;quot;restart&amp;quot; the world. It lead them to plan and build constructs and Sepulchres out of stone and conductive metal to supplement their dwindling numbers and heal their dying people. They believed these devices could be powered by runes. These devices failed, and the other rituals were unable to prevent catastrophic climate change that turned the polar regions into ice. The last mador, sealed away in their last refuges, slowly starved or died from dehydration. &lt;br /&gt;
&lt;br /&gt;
=== Mador Runes ===&lt;br /&gt;
Runes and rituals are a large part of Aut’akh culture, with the origins of their runes coming from the ancient runic language uncovered in the Temple of the Mador that is now the homeland of the Polar Commune. The Aut’akh believe these runes have intrinsic, ancient power in them. When assembled properly, these runes are capable of amplifying or channeling the power of an individual’s soul into whatever they are crafted on. It is believed these runes can allow inanimate objects to house a soul; this is where their heavy belief in the perfection of augments and prosthetics comes from. This also lends credence among Aut’akh that synthetics are capable of housing a soul too, should they be imbibed with similar magic, as reincarnation is a common belief among them.&lt;br /&gt;
&lt;br /&gt;
There are 28 letters in the traditional Mador runic alphabet, and the Aut’akh have through intensive study and divination expanded the alphabet to 33.&lt;br /&gt;
&lt;br /&gt;
The lack of extensive evidence on per-historical use of the runes has not stopped modern Aut’akh from claiming entire systems of divination from what few examples are available in the Mador ruin, based on the reconstructed names of the runes and additional outside influence. The runic language has also been translated into a coding language, which is what they use to wire their prosthetics. This has the added benefit of keeping a large sum of communications and coding tactics within the commune difficult to replicate by outsiders, and renders most of their technology and augments incompatible with the technology of the other factions.&lt;br /&gt;
&lt;br /&gt;
Artifacts or modern devices that Aut’akh want to imbue with magical power are labelled with words of power. A mech would have words of power scrawled on it in important locations which are meant to amplify the pilot’s spiritual energy and empower the mech&#039;s abilities. Aut’akh that frequently go into battle would chisel runes of power on their weapons or augmented bodies to channel their own spiritual energy or amplify the strength given by their ancestors.&lt;br /&gt;
&lt;br /&gt;
== Notable Communes ==&lt;br /&gt;
A handful of notable communes exist with their general location known to some. For now, most remain hidden, but perhaps more will come into the light with time...&lt;br /&gt;
&lt;br /&gt;
=== The Aut&#039;akh Valley, &amp;quot;the Originals&amp;quot; ===&lt;br /&gt;
A large commune on Ouerea surrounded by mountains, the Aut&#039;akh Valley is birthplace of the Aut&#039;akh religion - a place for specifically augmented unathi to find sanctuary from the violence often found against their kind in cities and towns. It is largely disconnected from any government and is heavily guarded by the Aut&#039;akh defending the clans there with their lives. Life here is simple, and more than half of the population is elderly or disabled with augments. The area is foggy and filled with natural lakes, and the area gets cold enough to snow in the cold season.&lt;br /&gt;
&lt;br /&gt;
Tajaran and human merchants often fly in trade for supplies with the community coming together to pay for shipments of meats and other goods for credits. The Valley is far from rich and actually requires workers in other cities, even other systems to supply it with credits. Tau Ceti is one of the best places for credits to be earned - [[Hephaestus Industries]] and [[Nanotrasen Corporation|NanoTrasen]] have even benefited from recruiting directly from Aut&#039;akh Valley. Many of the begrudging recruited are the younger Aut&#039;akh who wish to send funds back to the Valley to keep the elders fed, but resent working for such large corporations. Nonetheless, the corporations serve as ample sources of income and staging grounds for Aut&#039;akh to preach to disgruntled employees to join the religion.&lt;br /&gt;
&lt;br /&gt;
Although technically safe, the Aut&#039;akh Valley has seen struggles - food shortages in particular. Hunters are sent out to try and collect meats, but Hephaestus mining activity in the region has completely unsettled the wildlife. Instead of coming back with meat, some more zealous hunters decide to destroy Hephaestus mining drones instead in open acts of rebellion against the mega-corporation. They then offer the valuable salvage to an Aut&#039;akh shaman for them to recreate, repair, and modify prosthetics.&lt;br /&gt;
&lt;br /&gt;
=== The Undercity Communes, &amp;quot;the Underbelly&amp;quot; ===&lt;br /&gt;
Beneath many cities on both Moghes and Ouerea is a small commune of Aut&#039;akh, created by one of the original Aut&#039;akh from Ouerea. These communes have become safe havens for some individuals. Unathi, regardless of being Aut&#039;akh or not, come to these communes when they are in dire need - a new prosthetic, a repair from an assault, or simply for a place to sleep for a night. These communes are often heavily guarded by Aut&#039;akh warriors set on keeping these people safe, and because of the possible danger of attacking these communes, they rarely see attack. It is not unheard of, though; whole communes have been arrested by city garrisons or lynched by mobs led by nobles.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh offer these services and niceties as it paints them in a better light: good word of mouth experience helps fight the endless barrage of rumors. Better yet, vulnerable unathi that lean on the help Aut&#039;akh communes provide make ample candidates for recruitment later on.&lt;br /&gt;
&lt;br /&gt;
==== Life in the Underbelly ====&lt;br /&gt;
The Undercity communes are usually called the &amp;quot;Underbelly&amp;quot; or &#039;&#039;Alpagozo&#039;&#039; in Sinta&#039;Unathi. They are often located in warehouses, beneath market squares, or otherwise hidden from general sight. The best way to learn about these places is word of mouth, when an Aut&#039;akh finds someone potentially in need of a spot to stay. If someone seems to be missing a limb or struggling to move in public, an Aut&#039;akh may attempt to speak to them - often sought out for their desire to be more able-bodied. The Aut&#039;akh will continue to be suspicious until after they are augmented or trustworthy. Until proven trustworthy, locations of these Underbelly communes aren&#039;t disclosed. Unathi that join communes to escape the pressures of obligation and society often seek others like them to join the cause.&lt;br /&gt;
&lt;br /&gt;
An Undercity commune can range in sizes, though usually there is only one per city, however spread out. The largest known one is in Skalamar, the Izweski capital, where it manages to keep itself safe in the expansive sewer system. Leaving the commune&#039;s protection requires cloth coverings, which do well enough to hide scale-colored prosthetics. Failing to leave in &amp;quot;improper dressing&amp;quot; sometimes results in detainment until they meet the requirements to leave. Some unathi even go so far as to take the scales from their dismembered limb and implant them onto their new limb - some do this from nostalgia, but many more do it to survive.&lt;br /&gt;
&lt;br /&gt;
=== Eridani Underworld Commune, &amp;quot;the Factory&amp;quot; ===&lt;br /&gt;
In the depths of Eridani I under the city, a small commune of Unathi have made some order out of the chaos. The first Aut&#039;akh to come here didn&#039;t have the credits or the legal standing to make it on top in the corporate over-world; however, they did have enough muscle to clear out a mining drone factory of drug-addicted dregs. A few years is all it took for a community of Aut&#039;akh to grow, walling off the Factory and setting up a safe spot for them to fit. Over time, the surrounding local dreg community came to accept the Aut&#039;akh in. Even still, some have treated the augmented Unathi as just another gang they have to deal with.&lt;br /&gt;
&lt;br /&gt;
The Factory, also called the &#039;&#039;Ti&#039;kaoula&#039;&#039; or &amp;quot;Crankshaft&amp;quot; in Sinta&#039;Unathi, still respects the rules of honor, and have made promises to never leave behind unathi or even local dregs who are in need of augments. Jury-rigging the factory with the help of dreg locals, Aut&#039;akh-fabricated augments are being made by unathi, for unathi, across the galaxy. The augments are shoddily made at first, shipped to one of the other communes on Moghes or Tau Ceti, and then customized to fit by a shaman on location.&lt;br /&gt;
&lt;br /&gt;
The Eridani Underworld commune is where most of the augments for other communes come from, and has jury-rigged a telecommunications radar to communicate with other communes. Maintaining contact to Ouerea is hard, however, as the Aut&#039;akh Valley may have their communications destroyed by local enforcers or fanatics of other faiths. On top of this, even though they are the largest producer of Aut&#039;akh augments and biomechs, the denizens of this Eridani commune face many difficulties actually shipping them off-world.&lt;br /&gt;
&lt;br /&gt;
=== The Razortail Enclave, &amp;quot;the Ruffians&amp;quot; ===&lt;br /&gt;
Considered a bunch of ruffians by their sister communes, the Razortail Enclave is a commune located in District 7 of Mendell City: Sin City. In order to survive in Biesel, Aut’akh participate in organized crime as hired muscle, allured to the practice by the prospect of stealing from the megacorps and Biesel’s own government to help the slums of the district. Similar to the Factory commune on Eridani I, the Razortail Enclave is stuck in the poorer regions of the city, trapped there by a lack of wealth and a conviction to not stray too far from their ideals; however, unlike their sister commune, these sinta do not ignore the gang conflicts of the streets, and often themselves get involved to prevent their rank from kidnappings and having their prosthetics stripped from them—a barbaric practice in the eyes of these fanatics.&lt;br /&gt;
&lt;br /&gt;
These Aut’akh, like the rest, are forced to compromise their ideology to help the commune make ends meet. Whether participating in the gang life of a poor district or resigning to work for a megacorp, the Razortail Enclave struggles just like the others. Particularly successful bodyguards working for gangs are rewarded usually with custom augments and prosthetics, some kitted with combat equipment to help with their less than legal jobs. Those that receive special combat prosthetics are always the radical Aut’akh from the commune, as most of them then turn around and use them to commit more violent acts of protest against Biesel’s government. Naturally, the presence of these customized parts bar these unathi from working for megacorps, and a majority of the Razortail Enclave, while seeing the gang life as necessary, do not condone turning oneself into a living weapon.&lt;br /&gt;
&lt;br /&gt;
On the less extreme and more moderate end of the spectrum, the Razortail Enclave, while racking up a reputation as a gang to the unfamiliar, are a majority of Aut’akh who either refuse violence or cannot defend themselves. As such, some of them are still able to find work doing grunt work for megacorporations and local odd jobs.&lt;br /&gt;
&lt;br /&gt;
Out of all the major communes, the mortality rate for the Razortail Enclave is extraordinarily high. Like the other settlements, they lack proper supplies for medicine and nutrition, but due to the high rate of crime in their area, Aut’akh here also suffer more murders in comparison, even though they are not fueled by hate for the cultish commune.&lt;br /&gt;
&lt;br /&gt;
=== The Luthien Pact, &amp;quot;the Pacters&amp;quot; ===&lt;br /&gt;
One of the better off communes, the Luthien Pact was formed as a joint co-op between Zavodskoi and NanoTrasen on the barely breathable planet of Luthien. In return for being given an environment to sustain themselves, Aut’akh and synthetics work side by side with these megacorps’ top scientists to help run experiments and keep the regulated biodome running with old fashioned blue-collar labor. However, this situation also leads to no pay being awarded to the denizens of this arcology; some Luthien Pact denizens leave to work elsewhere in the Republic for NanoTrasen and forward their funds back to the commune; others hold out hope the Factory will pull through with a rare shipment of prosthetics to their secluded colony.&lt;br /&gt;
&lt;br /&gt;
Aut’akh and synthetics alike were chosen for these harsh climates due to their ability to adapt, as well as the vulnerable situations both groups find themselves in. The resulting proximity of IPCs to the Aut’akh faith, in addition to the Aut’akh belief that synthetics can house souls when properly ordained, has led to a notable handful of synthetics converting to the Aut’akh religion. The unathi of this commune look up to these IPCs, seeing their form as the ‘end goal’ for Aut’akh of their kind. Nevertheless, this lofty ambition is still decades away from coming to fruition, and a majority of the commune here have only just received their first augment or prosthetic.&lt;br /&gt;
&lt;br /&gt;
The scientists working at the Luthien Pact focus their studies primarily on two things. The Zavodskoi workers build advanced technology and test it out in the badlands, and NanoTrasen xenoscientists study alien creatures and their capacity to evolve in new environments. The burlier Aut’akh and IPCs accompany either group in case things go awry (and they usually do), and deaths related to these workplace accidents make up for the lack of discrimination-based killings they would usually see elsewhere.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aut&#039;akh came to prominence around the 2440s as more and more unathi caught wind of these unorthodox zealots.&lt;br /&gt;
&lt;br /&gt;
=== Damage from the War ===&lt;br /&gt;
The Contact War left some unathi with permanent scars, both emotional and physical. Immediately after the war, prosthetics were widely unheard of and unavailable to the populace. Not only were they somewhat expensive to construct, but importing and delivering them became an entirely new set of obstacles, leaving these vital replacements largely unattainable by unathi for a long time.&lt;br /&gt;
&lt;br /&gt;
Strong hatred from some warriors was reserved as a result of the end of this bitter, destructive conflict. Their resentment for losing the war and feeling emasculated coalesced into fervent despising of any kind of government: the Izweski for winning, and the former Coalition for failing to protect them. These scant, former warriors, scarred by their losses, remained largely in the Wasteland. They received help where plausible, especially from unathi helping with relief efforts on Ouerea.&lt;br /&gt;
&lt;br /&gt;
=== Arrival of Aliens ===&lt;br /&gt;
Some human and skrell groups started raising awareness of the situation on the nuclear-blighted planet; while some saw this as a charitable pursuit to aid devastated communities, others recognized the chance for profit. The Hegemon of the time, Hegemon S&#039;kresti, though siding with and welcoming these foreigners, decided to keep an arm&#039;s length after the immediate repercussions of the Contact War, and kept any outside groups to Ouerea. He required their relief to be done through Ouerea and sent to the Hegemony after as a simple precaution.&lt;br /&gt;
&lt;br /&gt;
A vessel from the Alliance was one of the first to stop at Ouerea and begin their relief efforts. However, NanoTrasen saw the potential of Ouerea as a staging ground for new business, and during this period of recovery from near-extinction, the mega corporation helped supply them with materials to make more prosthetics for unathi in need. NanoTrasen had only one stipulation: unathi who take up these prosthetics come work for them until their debts for these new limbs are paid off, after or during which they would be deposited on Ouerea. As a result of this promise, Wastelanders were given an opportunity to leave the forsaken Touched Lands and become whole again, all the while bringing their ideologies with them after a few years to the fledgling planet.&lt;br /&gt;
&lt;br /&gt;
This was the introduction to unathi regarding the capabilities of technology interfacing with living beings. The abilities of these transhumanists dumb-founded some unathi and frightened others. A few of the unathi that lost the war had a revelation: the flesh, in its current form, was easily corrupted, frail, and weak. It cannot heal itself after a major loss, and can become sick due to the work of malign spirits. Thus, these embittered veterans became the first of the radical Aut&#039;akh.&lt;br /&gt;
&lt;br /&gt;
=== A Cult is Born ===&lt;br /&gt;
Led by the newly reborn paradigm [[Notable Unathi#Emzal Paossini, Creator of Paradigms|Emzal Paossini]], Ouerea proved to be an effective staging ground for the budding cult. With their fascination with the old ways of Sinta&#039;Mador, paired with this new technology and &amp;quot;golems of metal,&amp;quot; Paossini combined their knowledge of the two into the first understanding of the Aut&#039;akh cult. Due to conservative views being softened, most people of the planet did not actively work to remove or punish the first few of this religion for their ideals. The founders chose a spot to settle in a relatively discrete corner of the world: Hinshaw Valley, commonly known now as Aut&#039;akh Valley. Construction started on a settlement by the more laborious unathi, while the rest went into nearby towns to preach the word of their revelation.&lt;br /&gt;
&lt;br /&gt;
Appropriately, most Ouereans rebuked this message, and for a couple years this religion failed to pick up any momentum, remaining banished to an old valley. However, after a small handful of roboticists and zealots were recruited, they quickly taught each other the fundamentals for either role: the shamans taught these mechanics essentials for being a pillar of faith, while mechanics began the arduous process of teaching biomechanical engineering. The religion truly began to blossom when those preaching its ideals could show off their work and revitalized bodies.&lt;br /&gt;
&lt;br /&gt;
=== Outsiders Welcome ===&lt;br /&gt;
Over time, Aut&#039;akh began to develop their ideals. They saw that power was not solely corrupt: society itself was trained to keep people down due to this power. They learned anecdotally from fellow Aut&#039;akh, that clans were ruled by powerful matriarchs who kept the clan under their thumb; nobility simply despised the idea of others gaining their status; ultimately, these evils were the result of powerful spirits manipulating weak, frail flesh, and thus detaching a body from the true desires of their soul.&lt;br /&gt;
&lt;br /&gt;
These beliefs led to a variety of outsiders finding these radicals as appealing. Firstly, Wastelanders make wonderful additions to the cult; many already resent the Hegemony usually, and their opposition to this power provides a good point of relation for indoctrination. They also usually are impaired in some way, and the promise of being restored or even placed beyond their former body&#039;s limitations can be an appealing aspect. Next, those that feel they are ostracized from society due to their strict views on the sexes also find home here, due to that group and Aut&#039;akh both being outsiders. Finally, even Guwan are allowed to join since these communes adopt clan-less structures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regardless of who joins and what they believe, Aut&#039;akh still face discrimination from other Aut&#039;akh, usually subtly.&#039;&#039;&#039; It takes time to train behavior and prejudice, and due to the religion being fairly new, traditional unathi within these communes often look down on various sinta who are normally considered in different castes.&lt;br /&gt;
&lt;br /&gt;
=== The Forsaken Sinta ===&lt;br /&gt;
Unathi originally thought prosthetics to be helpful and game-changing: who wouldn&#039;t want to be in a fully capable body? A large portion of unathi, Izweski or traditionalists, were scarred by the Contact War. This was originally seen as the solution to restoring the workforce. The negative perception of Aut&#039;akh largely led to the Sk&#039;akh church decrying the use of prosthetics, claiming they &amp;quot;poisoned the soul and caused irredeemable damage.&amp;quot; The church viewed and still views the Aut&#039;akh communes as a threat to their power. Through talks with Hegemon S&#039;kresti, they managed to convince the leader of the time to speak out against their use as well based on religious grounding, associating these &amp;quot;robotic replacements as a sign of the Aut&#039;akh cult&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This turn in unathi belief did little to hamper the growth of the religion; Aut&#039;akh had already spread to most major cities and towns, and weeding them out would be a large-scale, and brutal ordeal. &#039;&#039;&#039;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;
[[Category:Unathi]]&lt;br /&gt;
[[Category:Mythology]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=26825</id>
		<title>Aut&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=26825"/>
		<updated>2022-09-22T11:49:24Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Arrival of the Conglomerate */  So long, gay Bowser! Thanks-a so much for playing my game.&lt;/p&gt;
&lt;hr /&gt;
&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 = Autakimagedone.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes, Ouerea&lt;br /&gt;
 |Language = Sinta&#039;Unathi, Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = The Aut&#039;akh Valley / The Communes&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Aut&#039;akh are a decentralized, leaderless religious movement and society. Formed by a group of scientists and engineers on Ouerea after the Contact War, they took the Th&#039;akh faith to extremes through ritualistic augmentation in the pursuit of self-actualization. After revealing themselves to the galaxy, these transhumanists seek to carve out a small space for themselves wherever they can seek refuge. Many disabled and elderly form these religious communes that seize and control their own spiritual destiny, and others who feel displaced by society - Guwan, those who claim their bodies and souls do not align, and even those of other species - they are found within these communes as well.&lt;br /&gt;
&lt;br /&gt;
However, this cultish movement does not go unanswered: the Sk&#039;akh faith publicly ridicules these tech worshipers, calling them &amp;quot;soul mutilators&amp;quot; and &amp;quot;a disgrace to sinta.&amp;quot; On top of this, though being based on the faith, most if not all Th&#039;akh shamans adamantly denounce the religion as honor-less Guwan. Finally, each commune faces unique challenges in trying to fulfill their own lifestyles and adapt to different climates.&lt;br /&gt;
&lt;br /&gt;
=== Anarchists and Non-traditionalists ===&lt;br /&gt;
Aut&#039;akh prescribe to the belief that, to appease the soul within, one must emulate the free spirit of a soul. In doing so, the radical religion has stepped away from the traditions and practices of unathi society, though almost all of them struggle to truly leave them behind. The biggest point of contention for Aut&#039;akh is the clan hierarchy. These Aut&#039;akh believe the spirits all view each other as kin should they act kindly to one another, and thus Aut&#039;akh view each commune being closer to one big clan. After this, a majority of Aut&#039;akh believe the caste system to be flawed. Simply put, it is used to keep power over others, and spirits do not have any rules or advisors they have to listen to, according to Aut&#039;akh. The result is Aut&#039;akh avoiding authority wherever they can, especially when it is used to their detriment. Lastly, a smaller number of these unathi dislike how society ostracizes those that do not fit into its rigid ideals. Guwan and those that feel they do not truly fit within the norms for men or women flock to Aut&#039;akh, which only helps bolster their numbers.&lt;br /&gt;
&lt;br /&gt;
However, even though they are considered radical by unathi standards, like all religions, &#039;&#039;&#039;most Aut&#039;akh are not extremists and do not automatically resort to violence&#039;&#039;&#039;. NanoTrasen would not take to hiring extremists, so avoid direct conflict and lean on minor acts of disobedience, expressing your ideals to others (as any good cult should!), and perhaps not being too friendly with command, though even security and command might just be seen as cogs in the corporate machine. This said, [[Traitor|some extremists do manage to slip through the cracks every now and then]].&lt;br /&gt;
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=== Augments and Prosthetics ===&lt;br /&gt;
Unathi are a proud and stubborn race, embedded in tradition even when going against it. Unathi prefer to have unathi-crafted augments and prosthetics, and thus, Aut&#039;akh augments were created - combinations of modern prosthesis and brute force.&lt;br /&gt;
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Aut&#039;akh have a selection of unique augment and prosthetic options to choose from.&lt;br /&gt;
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*&#039;&#039;&#039;Arm and Leg prosthetics&#039;&#039;&#039; - Simple yet sturdy, Aut&#039;akh limbs are extremely customized by shamans in the communes. They can often include Th&#039;akh scripture or names of the individuals ancestors inscribed into the metal to imbue it with spiritual energy, along with other Mador runes and symbols.&lt;br /&gt;
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*&#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; -  A soul anchor is a mirror or a piece of glass placed behind the eyes. To Aut’akh, a soul anchor is a house to concentrate the soul. Many Aut&#039;akh swear by it, and say that communing with their spirit is easier after having it installed. Usually, these objects are written with a name, place, object, or word with great value to the unathi having it added to them.&lt;br /&gt;
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*&#039;&#039;&#039;Calf Overdrive&#039;&#039;&#039; - Originally created with stolen pistons from a Hephaestus mining droid on Ouerea in the Aut&#039;akh Valley, its design has been replicated and made even more dangerous by removing the safety mechanisms usually in place. These pistons, installed into the rear calves, give sheer power to a Unathi&#039;s speed at the cost of being extremely damaging to the body.&lt;br /&gt;
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*&#039;&#039;&#039;Protein Breakdown Valve&#039;&#039;&#039; - A small valve on the body that releases a traditional Unathi medicine into the stomach - forcing rapid digestion for immediate adrenal stimulation. Causes long-term damage to the stomach that must be cured with a hearty herbal tea, prayer, and rest.&lt;br /&gt;
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*&#039;&#039;&#039;Venomous Rest Implant&#039;&#039;&#039; - A small compartment connected to the blood system that administers a traditional Unathi healing agent: the venom of a Moghesian wasp.&lt;br /&gt;
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*&#039;&#039;&#039;Farseer&#039;s Eye&#039;&#039;&#039; - Augmented eyes to allow far-sight, though it strains the eyes heavily with use. Originally made by a shaman in the Wasteland constantly being chased by Maraziites, he traded his only weapons for a Hephaestus drone lens, and then crafted it into an eye-patch binocular. This was later replicated by his meeting with the Aut&#039;akh Valley, and then the process repeated throughout the rest of the communes.&lt;br /&gt;
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*&#039;&#039;&#039;Hunter&#039;s Eye, Eye Flashlight&#039;&#039;&#039; - Augmented eyes that glow brightly red, used for intimidation and utility. Used by communes that work to undermine Hephaestus&#039; power, the hunters that use these do not hunt for food: instead, hunting Hephaestus robots for their parts. Primarily seen use in the Aut&#039;akh Valley and the Wasteland.&lt;br /&gt;
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=== Job Restrictions ===&lt;br /&gt;
&#039;&#039;&#039;Due to a mix of religious and political views, Aut&#039;akh are barred from command roles.&#039;&#039;&#039;&lt;br /&gt;
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=== Unorthodox Names ===&lt;br /&gt;
Some unathi, especially those who denounce and leave their clan, take up a new name as their body is cleansed and reborn as an Aut&#039;akh. These names vary, but usually the name has a key meaning. Origins for a lot of the mysticism in the religion come from the old Sinta&#039;Mador, and thus some Aut&#039;akh pick a word or combination of them from this ancient civilization’s language as their last name.&lt;br /&gt;
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Whether your Aut&#039;akh chooses a new last name is up to you, and whether or not it fits the character overall. With a name, consider what it means in Mador and why your character would opt for this word. (Since this is a dead language that isn&#039;t used in game, feel free to get creative!)&lt;br /&gt;
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== Lifestyle ==&lt;br /&gt;
The Aut&#039;akh religion has aspects that deter from more conventional and traditional faiths. The faith, due to its polarizing and radical nature, doubles as a form of lifestyle for everyone who truly prescribes to its philosophies. More of the core tenets can be found [[Unathi_Religion#The_Aut&#039;akh_Heathens|here]].&lt;br /&gt;
&lt;br /&gt;
Each group of Aut&#039;akh, formally referred to as communes, are clan-less and leaderless societies that seek to avoid putting power into any one individual. Responsibilities that require consolidated power are never solely on one person; any specific role has a rotation of people from the commune that pass off responsibilities after a certain period of time. Such roles might be managing and keeping track of credit stores, managing community projects, or even jobs that lack any true form of power over others but need to be done regardless, such as delivering and sending mail. Aut&#039;akh shamans are the only considerable people of power, and are usually go-to figures when a commune needs representation in a matter. However, many Aut&#039;akh are divided on whether or not these shamans are truly necessary outlets of the faith.&lt;br /&gt;
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Besides such roles, each person leads a simpler life in the commune, where everyone is technically responsible only for themselves. Communes often have a very tight sense of community in a way that resembles how clans operated before. Trading is normalcy for each commune as most people do not have the skills or time to perform each task they need done themselves. These trades usually come down to routine due to familiar interactions with a small populace. While credits are still held by the commune as a whole for purchasing power with the outside world, material wealth is something that is sometimes avoided; most wealth goes towards attempting enlightenment via augmentation.&lt;br /&gt;
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Usually, most prosthetics are made painstakingly slow from scrap and various items that other people throw out. Due to the lack of resources each commune utilizes, a given commune usually waits for the Factory to ship out requested replacements and simply &amp;quot;fit&amp;quot; them to Aut&#039;akh in the commune; however, due to struggles in communication in tandem with other problems, Aut&#039;akh must each wait in turn to receive new biotech.&lt;br /&gt;
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Finally, Aut&#039;akh that seek to liberate themselves from the bounds of society often experiment and partake in unorthodox practices for unathi, only solidifying these groups as cults. Forgoing labels is rather common, yet it goes far into extremes such as non-monogamous relationships and even nudity within the commune, though many &amp;quot;traditional&amp;quot; Aut&#039;akh frown upon these considerably more radical practices.&lt;br /&gt;
&lt;br /&gt;
=== Becoming an Aut&#039;akh ===&lt;br /&gt;
Connecting with your spirit requires true emulation of a spirit&#039;s nature. In addition to living a life devoid of authority wherever possible, commune denizens put great effort into art or shows of self-expression. The truest form of self-expression, however, is connected to an Aut&#039;akh&#039;s choice of limbs, augments, and similar. Much like how people commission artists for paintings, Aut&#039;akh request prosthetics from a capable roboticist in the commune. Such figures that are able to make prosthetics are sometimes the shamans themselves; however, most communes cannot cheaply produce the main body of an augment or member, and thus requests are sent out to other communes, namely the Factory.&lt;br /&gt;
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The process of creating or fitting a limb for an Aut&#039;akh is involved and painstakingly done, as there can be no room for error. The flesh can be flawed, inert, or disabled; prosthetics should only ever be an improvement, not a downgrade, as a house for the spirit. However, the spirits have petty squabbles and disagree upon a myriad of issues, and similarly, different communes have grown apart on how perfection in mechanical limbs is displayed, with even some more minor disagreements within the same commune. An Aut&#039;akh&#039;s first responsibility, however, is making sure that new tech is made to their own liking, and nobody else&#039;s.&lt;br /&gt;
&lt;br /&gt;
The most popular tech among Aut&#039;akh is the soul anchor due to its reputation to cause &amp;quot;baffles.&amp;quot; &amp;quot;Baffles&amp;quot; are moments where unexplained figures from the individuals memory randomly appear. Many who experience these often describe seeing themselves in a different way, in a different life: past, present, or future. &amp;quot;Baffles&amp;quot; are said to be moments where someone should self-reflect and attempt to commune with their spirit.&lt;br /&gt;
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=== Challenges of the Commune ===&lt;br /&gt;
Due to striving towards being a self-sufficient society, communes encourage and promote useful hobbies like aquaculture, sewing, and artisan crafts. These communities, regardless of how many people being productive, often still lack certain necessities or goods. Communes often face difficulties such as shortages of food, lacking proper medicine, hygienic supplies, and construction materials. While some communes rectify this with shared stores of credits to purchase these materials, many unathi die due to illnesses that could be easily avoided elsewhere. NanoTrasen and other mega corporations have taken great advantage of the need of these communities, often enticing pay not in credits, but discounted supplies to provide for a commune. This is a helpful pursuit for any in the commune, especially for roboticists, but this can often strip a commune of an important figure.&lt;br /&gt;
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Rarely do non-Aut&#039;akh know any concrete information about these communes; as a result, lies and rumors are spread about Aut&#039;akh, and while helpful for keeping these communities hidden, this only demonizes and alienates Aut&#039;akh further. &amp;quot;Aut&#039;akh,&amp;quot; due to the radical religion itself, has become a catch-all derogatory term for troublemakers, dishonorable sinta, and even just those simply with augments or limb replacements. Extreme rebuke isn&#039;t uncommon on Moghes, but due to the mixed environment and gradual change on Ouerea, the movement is scorned less actively. Aut&#039;akh still draw gaze and suspicion heavily on this sister planet, though. The Aut&#039;akh Valley and the Underbelly communes often find raids done by more zealous worshipers of other religions that try to hamper their efforts. Though they try their best to defend themselves and protect the community, most warriors deter from actually killing, especially on Moghes; one wrong move from these societies can lead to a raid, an angry mob, or worse. This results in attacks on buildings, stores of food, and communication relays.&lt;br /&gt;
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Even within communes, discrimination runs rampant. Though shedding formal titles, affiliations, and other aspects of their old selves, unathi still end up facing discrimination they tried to avoid in their past life from more &amp;quot;traditional&amp;quot; Aut&#039;akh. This group, usually comprised of elders or former warriors, still hold onto some of their old values partially if not entirely, and thus a fight is as internal for this religion as it is external.&lt;br /&gt;
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=== Commune Shamans ===&lt;br /&gt;
The various shamans of each commune are either one of the original Aut&#039;akh, or one of the first roboticists and biomechanical engineers to join this secretive religion. Each shaman, often known as paradigms or &#039;&#039;vikneza&#039;&#039; in Sinta&#039;Unathi, usually can agree on the core tenets of the Aut&#039;akh faith. These shamans do their best to not command actual power within a given commune, but merely offer &amp;quot;humble guidance&amp;quot; that suggests a course of action they think reasonable.&lt;br /&gt;
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Much like the decentralized Th&#039;akh faith, Aut&#039;akh shamans generally differ on views regarding different matters. The shamans of Moghes may think it fine for unathi to keep credits for personal pursuits, while those of the Factory may be inspired by local dregs, seeing anyone that is &amp;quot;riccy&amp;quot; as being corrupted by evil spirits. These shamans also have varying views on rituals, communing with your inner spirit, and vary in extremity on how to protest governments and mega corporations.&lt;br /&gt;
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=== Community Consensus ===&lt;br /&gt;
Typically if an individual commune is going to perform a large action that affects the commune, the community comes together for a vote called &#039;&#039;&#039;Consensus&#039;&#039;&#039;. The most common Consensus is whether or not to risk a public march or strike for augmented unathi to be respected in society. Some vocal minorities in the communes advocate for cutting off the hands of other unathi and see if they&#039;d listen to their cries then - however, they are often berated by the elders.&lt;br /&gt;
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&#039;&#039;&#039;Consensus is not needed for every single decision that an individual or group might make&#039;&#039;&#039;, but on matters that affect an entire commune. Individuals know their job and how to do it without needing to call for an entire consensus. Consensus is for major projects, such as development for a new community building, an activity that can affect the fate of the commune, or if a commune is low on credits.&lt;br /&gt;
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== Rituals and Routines ==&lt;br /&gt;
Aut&#039;akh find that, through trial and error, different things appease and displease the spirits they come into contact with during day to day life. As most spirits are free and chaotic in nature, Aut&#039;akh emulate this and are hardly slaves to routine, unlike their Th&#039;akh worshiping cousins. However, what unique routines they do keep are very important to them.&lt;br /&gt;
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=== Cleaning ===&lt;br /&gt;
Cleaning and maintaining prosthetics is arguably the most important thing for every Aut&#039;akh. As augmentation is committed to a unathi to appease the spirit inside of oneself, it is important to make sure they are kept clean and shiny. Aut&#039;akh develop their own ritualistic activities for before, during, or after one of these maintaining events. Aut&#039;akh usually have unique rituals that are either passed down from parents, or developed over time for themselves. &#039;&#039;&#039;However, even though all Aut&#039;akh have prosthetics, most still lack the advanced knowledge to fix them.&#039;&#039;&#039; The few dedicated artisans who help fix biomechs are busy and rarely have time to teach the commune much of their trade. As a result, most Aut&#039;akh aren&#039;t versed in fixing their prosthetics outside of minor dents and damage. It is the important role of the shaman to be the one to repair and fix these technological members in a way that will appease the spirit housing these mechanical augments.&lt;br /&gt;
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=== Communing with Your Spirit ===&lt;br /&gt;
Unlike Th&#039;akh, most Aut&#039;akh believe that, since the flesh and blood are imperfect, there is a disconnect between what the mind wants and what the spirit wants. All Aut&#039;akh, in their striving to attain enlightenment, attempt to commune with their inner spirit whenever an important decision needs to be made. Whether a new augmentation, finding a partner, or something as major as leaving the commune for any reason, Aut&#039;akh attempt to commune with their spirit as best as they can. These events are rather varied; they can usually include traditional methods such as meditation, but also have the potential to carry into extremes, like overindulgence (giving into desire, as what the spirits often do) or keeping away from the outside world for several days.&lt;br /&gt;
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=== Ritual of Shards ===&lt;br /&gt;
While the commune embraces anyone that accepts their teachings, the reality of resource management means that they cannot provide the augmentation that all its members strive for. Priority is given to unathi that are maimed or otherwise physically handicapped, an the steady stream of Wastelanders means that the waiting list is very long for healthy initiates. However, a fully healthy unathi of at least 14 years old can ask any shaman to initiate the ritual. What it is varies by the shaman, but the requirement is always the same: it is difficult, dangerous, and typically selfless. Most early initiates were sent hiking the frigid cold in basic gear to deliver food to a reclusive shaman in the more extreme north. In modern times they are typical quests, large or small in importance, that would try the abilities of any unathi. If the initiate survives, they are given their first prosthetic.&lt;br /&gt;
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=== Ritual of Rebirth ===&lt;br /&gt;
This is the process a unathi undergoes after receiving a certain amount of augmentation. Individuals who have already experienced great pain in their life, such as being maimed or disabled, may be allowed to more quickly receive their Ritual of Rebirth due to getting attaining many prosthetics.&lt;br /&gt;
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Unathi who are undergoing this process will be put into a Sk’au in a ritual chamber to begin the process. The individual is kept unconscious within the Sk’au as appropriate runes and magic symbols of Mador are placed along it. These runes usually carry some significance to the person undergoing this ritual; people of importance to this lucky individual are permitted and encouraged to watch. An Aut&#039;akh shaman, completely covered in energy harnessing runes, will assist in powering the Sk’au during the process to aid and guide the process of clearing the soul. It is claimed by many that, during such a period of unconsciousness, unathi undergoing the Ritual of Rebirth are visited by sinta that have passed, they currently know, or even individuals they haven&#039;t met yet.&lt;br /&gt;
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The original Sk’au were known as Sepulchres by the Mador, but this term has been replaced with Sk’au Sarcophagi, or just simply Sk’au. They resembled a stone sarcophagus with finely chiseled holes that conductive metal would run through. It’s believed based on Mador runes that they held a spiritual or medical purpose. They could have been used to rejuvenate their drying skin, or to try and make their bodies more like the southern Sinta’Unathi to let them survive in drier environments, but the true intention is unknown. Modern Sk’au are very similar to cryotubes made of metal and glass. When filled with cryoxadone and aided with Mador magic, it allows anyone inside the Sk&#039;au to be put into a comatose state as their soul is cleansed.&lt;br /&gt;
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== The Old Mador ==&lt;br /&gt;
Sinta’Mador (or just Mador) are an extinct species of Sinta who lived in the north pole of Moghes until around 200,000 years ago. It’s unclear when mador split from modern unathi, and most archaeological sites and museums were tragically lost in the Contact War, with surviving evidence in the hands of the Aut’akh. What is known is that mador could not survive outside the rain forests at the poles as their bodies would rapidly dehydrate and they would die. Before their extinction, they were technologically advanced for the time with an understanding of conductivity and masonry, with the one surviving city found under the ice by the Aut’akh believed to have the capacity to house 75,000 mador. What surviving cultural and religious elements about them has been re-appropriated by the Aut’akh.&lt;br /&gt;
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=== The Fall of Sinta&#039;Mador ===&lt;br /&gt;
With climate change rapidly cooling and drying the poles and unathi migrating north into the newly temperate regions, the mador&#039;s original, unknown religions were rapidly subsumed by a single faith. They believed that their god Xiaciapot’ele had died and that his energy was dissipated into the world, throwing it into flux. The faith believed that they needed to tap into this essence and utilize it themselves to reverse the apocalypse they were facing. The mador retreated into subterranean temples they dug out as the rain forests died in the rapidly cooling climate. They used all their available skills to try and &amp;quot;restart&amp;quot; the world. It lead them to plan and build constructs and Sepulchres out of stone and conductive metal to supplement their dwindling numbers and heal their dying people. They believed these devices could be powered by runes. These devices failed, and the other rituals were unable to prevent catastrophic climate change that turned the polar regions into ice. The last mador, sealed away in their last refuges, slowly starved or died from dehydration. &lt;br /&gt;
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=== Mador Runes ===&lt;br /&gt;
Runes and rituals are a large part of Aut’akh culture, with the origins of their runes coming from the ancient runic language uncovered in the Temple of the Mador that is now the homeland of the Polar Commune. The Aut’akh believe these runes have intrinsic, ancient power in them. When assembled properly, these runes are capable of amplifying or channeling the power of an individual’s soul into whatever they are crafted on. It is believed these runes can allow inanimate objects to house a soul; this is where their heavy belief in the perfection of augments and prosthetics comes from. This also lends credence among Aut’akh that synthetics are capable of housing a soul too, should they be imbibed with similar magic, as reincarnation is a common belief among them.&lt;br /&gt;
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There are 28 letters in the traditional Mador runic alphabet, and the Aut’akh have through intensive study and divination expanded the alphabet to 33.&lt;br /&gt;
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The lack of extensive evidence on per-historical use of the runes has not stopped modern Aut’akh from claiming entire systems of divination from what few examples are available in the Mador ruin, based on the reconstructed names of the runes and additional outside influence. The runic language has also been translated into a coding language, which is what they use to wire their prosthetics. This has the added benefit of keeping a large sum of communications and coding tactics within the commune difficult to replicate by outsiders, and renders most of their technology and augments incompatible with the technology of the other factions.&lt;br /&gt;
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Artifacts or modern devices that Aut’akh want to imbue with magical power are labelled with words of power. A mech would have words of power scrawled on it in important locations which are meant to amplify the pilot’s spiritual energy and empower the mech&#039;s abilities. Aut’akh that frequently go into battle would chisel runes of power on their weapons or augmented bodies to channel their own spiritual energy or amplify the strength given by their ancestors.&lt;br /&gt;
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== Notable Communes ==&lt;br /&gt;
A handful of notable communes exist with their general location known to some. For now, most remain hidden, but perhaps more will come into the light with time...&lt;br /&gt;
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=== The Aut&#039;akh Valley, &amp;quot;the Originals&amp;quot; ===&lt;br /&gt;
A large commune on Ouerea surrounded by mountains, the Aut&#039;akh Valley is birthplace of the Aut&#039;akh religion - a place for specifically augmented unathi to find sanctuary from the violence often found against their kind in cities and towns. It is largely disconnected from any government and is heavily guarded by the Aut&#039;akh defending the clans there with their lives. Life here is simple, and more than half of the population is elderly or disabled with augments. The area is foggy and filled with natural lakes, and the area gets cold enough to snow in the cold season.&lt;br /&gt;
&lt;br /&gt;
Tajaran and human merchants often fly in trade for supplies with the community coming together to pay for shipments of meats and other goods for credits. The Valley is far from rich and actually requires workers in other cities, even other systems to supply it with credits. Tau Ceti is one of the best places for credits to be earned - [[Hephaestus Industries]] and [[Nanotrasen Corporation|NanoTrasen]] have even benefited from recruiting directly from Aut&#039;akh Valley. Many of the begrudging recruited are the younger Aut&#039;akh who wish to send funds back to the Valley to keep the elders fed, but resent working for such large corporations. Nonetheless, the corporations serve as ample sources of income and staging grounds for Aut&#039;akh to preach to disgruntled employees to join the religion.&lt;br /&gt;
&lt;br /&gt;
Although technically safe, the Aut&#039;akh Valley has seen struggles - food shortages in particular. Hunters are sent out to try and collect meats, but Hephaestus mining activity in the region has completely unsettled the wildlife. Instead of coming back with meat, some more zealous hunters decide to destroy Hephaestus mining drones instead in open acts of rebellion against the mega-corporation. They then offer the valuable salvage to an Aut&#039;akh shaman for them to recreate, repair, and modify prosthetics.&lt;br /&gt;
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=== The Undercity Communes, &amp;quot;the Underbelly&amp;quot; ===&lt;br /&gt;
Beneath many cities on both Moghes and Ouerea is a small commune of Aut&#039;akh, created by one of the original Aut&#039;akh from Ouerea. These communes have become safe havens for some individuals. Unathi, regardless of being Aut&#039;akh or not, come to these communes when they are in dire need - a new prosthetic, a repair from an assault, or simply for a place to sleep for a night. These communes are often heavily guarded by Aut&#039;akh warriors set on keeping these people safe, and because of the possible danger of attacking these communes, they rarely see attack. It is not unheard of, though; whole communes have been arrested by city garrisons or lynched by mobs led by nobles.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh offer these services and niceties as it paints them in a better light: good word of mouth experience helps fight the endless barrage of rumors. Better yet, vulnerable unathi that lean on the help Aut&#039;akh communes provide make ample candidates for recruitment later on.&lt;br /&gt;
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==== Life in the Underbelly ====&lt;br /&gt;
The Undercity communes are usually called the &amp;quot;Underbelly&amp;quot; or &#039;&#039;Alpagozo&#039;&#039; in Sinta&#039;Unathi. They are often located in warehouses, beneath market squares, or otherwise hidden from general sight. The best way to learn about these places is word of mouth, when an Aut&#039;akh finds someone potentially in need of a spot to stay. If someone seems to be missing a limb or struggling to move in public, an Aut&#039;akh may attempt to speak to them - often sought out for their desire to be more able-bodied. The Aut&#039;akh will continue to be suspicious until after they are augmented or trustworthy. Until proven trustworthy, locations of these Underbelly communes aren&#039;t disclosed. Unathi that join communes to escape the pressures of obligation and society often seek others like them to join the cause.&lt;br /&gt;
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An Undercity commune can range in sizes, though usually there is only one per city, however spread out. The largest known one is in Skalamar, the Izweski capital, where it manages to keep itself safe in the expansive sewer system. Leaving the commune&#039;s protection requires cloth coverings, which do well enough to hide scale-colored prosthetics. Failing to leave in &amp;quot;improper dressing&amp;quot; sometimes results in detainment until they meet the requirements to leave. Some unathi even go so far as to take the scales from their dismembered limb and implant them onto their new limb - some do this from nostalgia, but many more do it to survive.&lt;br /&gt;
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=== Eridani Underworld Commune, &amp;quot;the Factory&amp;quot; ===&lt;br /&gt;
In the depths of Eridani I under the city, a small commune of Unathi have made some order out of the chaos. The first Aut&#039;akh to come here didn&#039;t have the credits or the legal standing to make it on top in the corporate over-world; however, they did have enough muscle to clear out a mining drone factory of drug-addicted dregs. A few years is all it took for a community of Aut&#039;akh to grow, walling off the Factory and setting up a safe spot for them to fit. Over time, the surrounding local dreg community came to accept the Aut&#039;akh in. Even still, some have treated the augmented Unathi as just another gang they have to deal with.&lt;br /&gt;
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The Factory, also called the &#039;&#039;Ti&#039;kaoula&#039;&#039; or &amp;quot;Crankshaft&amp;quot; in Sinta&#039;Unathi, still respects the rules of honor, and have made promises to never leave behind unathi or even local dregs who are in need of augments. Jury-rigging the factory with the help of dreg locals, Aut&#039;akh-fabricated augments are being made by unathi, for unathi, across the galaxy. The augments are shoddily made at first, shipped to one of the other communes on Moghes or Tau Ceti, and then customized to fit by a shaman on location.&lt;br /&gt;
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The Eridani Underworld commune is where most of the augments for other communes come from, and has jury-rigged a telecommunications radar to communicate with other communes. Maintaining contact to Ouerea is hard, however, as the Aut&#039;akh Valley may have their communications destroyed by local enforcers or fanatics of other faiths. On top of this, even though they are the largest producer of Aut&#039;akh augments and biomechs, the denizens of this Eridani commune face many difficulties actually shipping them off-world.&lt;br /&gt;
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=== The Razortail Enclave, &amp;quot;the Ruffians&amp;quot; ===&lt;br /&gt;
Considered a bunch of ruffians by their sister communes, the Razortail Enclave is a commune located in District 7 of Mendell City: Sin City. In order to survive in Biesel, Aut’akh participate in organized crime as hired muscle, allured to the practice by the prospect of stealing from the megacorps and Biesel’s own government to help the slums of the district. Similar to the Factory commune on Eridani I, the Razortail Enclave is stuck in the poorer regions of the city, trapped there by a lack of wealth and a conviction to not stray too far from their ideals; however, unlike their sister commune, these sinta do not ignore the gang conflicts of the streets, and often themselves get involved to prevent their rank from kidnappings and having their prosthetics stripped from them—a barbaric practice in the eyes of these fanatics.&lt;br /&gt;
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These Aut’akh, like the rest, are forced to compromise their ideology to help the commune make ends meet. Whether participating in the gang life of a poor district or resigning to work for a megacorp, the Razortail Enclave struggles just like the others. Particularly successful bodyguards working for gangs are rewarded usually with custom augments and prosthetics, some kitted with combat equipment to help with their less than legal jobs. Those that receive special combat prosthetics are always the radical Aut’akh from the commune, as most of them then turn around and use them to commit more violent acts of protest against Biesel’s government. Naturally, the presence of these customized parts bar these unathi from working for megacorps, and a majority of the Razortail Enclave, while seeing the gang life as necessary, do not condone turning oneself into a living weapon.&lt;br /&gt;
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On the less extreme and more moderate end of the spectrum, the Razortail Enclave, while racking up a reputation as a gang to the unfamiliar, are a majority of Aut’akh who either refuse violence or cannot defend themselves. As such, some of them are still able to find work doing grunt work for megacorporations and local odd jobs.&lt;br /&gt;
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Out of all the major communes, the mortality rate for the Razortail Enclave is extraordinarily high. Like the other settlements, they lack proper supplies for medicine and nutrition, but due to the high rate of crime in their area, Aut’akh here also suffer more murders in comparison, even though they are not fueled by hate for the cultish commune.&lt;br /&gt;
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=== The Luthien Pact, &amp;quot;the Pacters&amp;quot; ===&lt;br /&gt;
One of the better off communes, the Luthien Pact was formed as a joint co-op between Zavodskoi and NanoTrasen on the barely breathable planet of Luthien. In return for being given an environment to sustain themselves, Aut’akh and synthetics work side by side with these megacorps’ top scientists to help run experiments and keep the regulated biodome running with old fashioned blue-collar labor. However, this situation also leads to no pay being awarded to the denizens of this arcology; some Luthien Pact denizens leave to work elsewhere in the Republic for NanoTrasen and forward their funds back to the commune; others hold out hope the Factory will pull through with a rare shipment of prosthetics to their secluded colony.&lt;br /&gt;
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Aut’akh and synthetics alike were chosen for these harsh climates due to their ability to adapt, as well as the vulnerable situations both groups find themselves in. The resulting proximity of IPCs to the Aut’akh faith, in addition to the Aut’akh belief that synthetics can house souls when properly ordained, has led to a notable handful of synthetics converting to the Aut’akh religion. The unathi of this commune look up to these IPCs, seeing their form as the ‘end goal’ for Aut’akh of their kind. Nevertheless, this lofty ambition is still decades away from coming to fruition, and a majority of the commune here have only just received their first augment or prosthetic.&lt;br /&gt;
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The scientists working at the Luthien Pact focus their studies primarily on two things. The Zavodskoi workers build advanced technology and test it out in the badlands, and NanoTrasen xenoscientists study alien creatures and their capacity to evolve in new environments. The burlier Aut’akh and IPCs accompany either group in case things go awry (and they usually do), and deaths related to these workplace accidents make up for the lack of discrimination-based killings they would usually see elsewhere.&lt;br /&gt;
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== History ==&lt;br /&gt;
Aut&#039;akh came to prominence around the 2440s as more and more unathi caught wind of these unorthodox zealots.&lt;br /&gt;
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=== Damage from the War ===&lt;br /&gt;
The Contact War left some unathi with permanent scars, both emotional and physical. Immediately after the war, prosthetics were widely unheard of and unavailable to the populace. Not only were they somewhat expensive to construct, but importing and delivering them became an entirely new set of obstacles, leaving these vital replacements largely unattainable by unathi for a long time.&lt;br /&gt;
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Strong hatred from some warriors was reserved as a result of the end of this bitter, destructive conflict. Their resentment for losing the war and feeling emasculated coalesced into fervent despising of any kind of government: the Izweski for winning, and the former Coalition for failing to protect them. These scant, former warriors, scarred by their losses, remained largely in the Wasteland. They received help where plausible, especially from unathi helping with relief efforts on Ouerea.&lt;br /&gt;
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=== Arrival of Aliens ===&lt;br /&gt;
Some human and skrell groups started raising awareness of the situation on the nuclear-blighted planet; while some saw this as a charitable pursuit to aid devastated communities, others recognized the chance for profit. The Hegemon of the time, Hegemon S&#039;kresti, though siding with and welcoming these foreigners, decided to keep an arm&#039;s length after the immediate repercussions of the Contact War, and kept any outside groups to Ouerea. He required their relief to be done through Ouerea and sent to the Hegemony after as a simple precaution.&lt;br /&gt;
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A vessel from the Alliance was one of the first to stop at Ouerea and begin their relief efforts. However, NanoTrasen saw the potential of Ouerea as a staging ground for new business, and during this period of recovery from near-extinction, the mega corporation helped supply them with materials to make more prosthetics for unathi in need. NanoTrasen had only one stipulation: unathi who take up these prosthetics come work for them until their debts for these new limbs are paid off, after or during which they would be deposited on Ouerea. As a result of this promise, Wastelanders were given an opportunity to leave the forsaken Touched Lands and become whole again, all the while bringing their ideologies with them after a few years to the fledgling planet.&lt;br /&gt;
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This was the introduction to unathi regarding the capabilities of technology interfacing with living beings. The abilities of these transhumanists dumb-founded some unathi and frightened others. A few of the unathi that lost the war had a revelation: the flesh, in its current form, was easily corrupted, frail, and weak. It cannot heal itself after a major loss, and can become sick due to the work of malign spirits. Thus, these embittered veterans became the first of the radical Aut&#039;akh.&lt;br /&gt;
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=== A Cult is Born ===&lt;br /&gt;
Led by the newly reborn paradigm [[Notable Unathi#Emzal Paossini, Creator of Paradigms|Emzal Paossini]], Ouerea proved to be an effective staging ground for the budding cult. With their fascination with the old ways of Sinta’Mador, paired with the technology and new “golems” of the Techno Conglomerate, Paossini combined their knowledge of the two into the first understanding of the Aut’akh cult. Due to conservative views being softened, most people of the planet did not actively work to remove or punish the first few of this religion for their ideals. The founders chose a spot to settle in a relatively discrete corner of the world: Hinshaw Valley, commonly known now as Aut&#039;akh Valley. Construction began on the starting of a settlement by the more laborious unathi, while the rest went into nearby towns to preach the word of their revelation.&lt;br /&gt;
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Appropriately, most Ouereans rebuked this message, and for a couple years this religion failed to pick up any momentum, remaining banished to an old valley. However, after a small handful of roboticists and zealots were recruited, they quickly taught each other the fundamentals for either role: the shamans taught these mechanics essentials for being a pillar of faith, while mechanics began the arduous process of teaching biomechanical engineering. The religion truly began to blossom when those preaching its ideals could show off their work and revitalized bodies.&lt;br /&gt;
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=== Outsiders Welcome ===&lt;br /&gt;
Over time, Aut&#039;akh began to develop their ideals. They saw that power was not solely corrupt: society itself was trained to keep people down due to this power. They learned anecdotally from fellow Aut&#039;akh, that clans were ruled by powerful matriarchs who kept the clan under their thumb; nobility simply despised the idea of others gaining their status; ultimately, these evils were the result of powerful spirits manipulating weak, frail flesh, and thus detaching a body from the true desires of their soul.&lt;br /&gt;
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These beliefs led to a variety of outsiders finding these radicals as appealing. Firstly, Wastelanders make wonderful additions to the cult; many already resent the Hegemony usually, and their opposition to this power provides a good point of relation for indoctrination. They also usually are impaired in some way, and the promise of being restored or even placed beyond their former body&#039;s limitations can be an appealing aspect. Next, those that feel they are ostracized from society due to their strict views on the sexes also find home here, due to that group and Aut&#039;akh both being outsiders. Finally, even Guwan are allowed to join since these communes adopt clan-less structures.&lt;br /&gt;
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&#039;&#039;&#039;Regardless of who joins and what they believe, Aut&#039;akh still face discrimination from other Aut&#039;akh, usually subtly.&#039;&#039;&#039; It takes time to train behavior and prejudice, and due to the religion being fairly new, traditional unathi within these communes often look down on various sinta who are normally considered in different castes.&lt;br /&gt;
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=== The Forsaken Sinta ===&lt;br /&gt;
Unathi originally thought prosthetics to be helpful and game-changing: who wouldn&#039;t want to be in a fully capable body? A large portion of unathi, Izweski or traditionalists, were scarred by the Contact War. This was originally seen as the solution to restoring the workforce. The negative perception of Aut&#039;akh largely led to the Sk&#039;akh church decrying the use of prosthetics, claiming they &amp;quot;poisoned the soul and caused irredeemable damage.&amp;quot; The church viewed and still views the Aut&#039;akh communes as a threat to their power. Through talks with Hegemon S&#039;kresti, they managed to convince the leader of the time to speak out against their use as well based on religious grounding, associating these &amp;quot;robotic replacements as a sign of the Aut&#039;akh cult&amp;quot;.&lt;br /&gt;
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This turn in unathi belief did little to hamper the growth of the religion; Aut&#039;akh had already spread to most major cities and towns, and weeding them out would be a large-scale, and brutal ordeal. &#039;&#039;&#039;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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[[Category:Unathi]]&lt;br /&gt;
[[Category:Mythology]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=26814</id>
		<title>Unathi Recent Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=26814"/>
		<updated>2022-09-19T15:22:38Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
A brief summary of the storyline for the [[Unathi]] is here.&lt;br /&gt;
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== Unathi Enter the Bluespace Age (2457)==&lt;br /&gt;
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Technically spacefaring, the Hegemony never had time to build a fleet before the Contact War caused Izweski attention to collapse inwards. But in June of 2457, all of that changed. By inviting Unathi raiders from all across the galaxy to return to Moghes and swear fealty to clan Izweski in exchange for amnesty, Hegemon S&#039;kresti managed to assemble a small fleet of warships. This fleet would be used to force the Solarian Alliance and Nralakk Federation to the negotiating table by taking Qukala marines prisoner. The negotiations would see the peaceful transfer of the colony world Ouerea to the Hegemony, marking the end its joint administration by the Alliance and Federation.&lt;br /&gt;
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On June 2nd the [https://forums.aurorastation.org/viewtopic.php?p=26210#p26210|Hegemon S’kresti Izweski announced amnesty for all Unathi raiders in the galaxy] if they came to Moghes and swore fealty. Several ships accepted the call, and overnight the Unathi had a small, rag-tag fleet that began to grow in size.&lt;br /&gt;
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[[File:FirstCataclysm.jpg|thumb|One of the first vessels to answer the call, the HMV Cataclysm became a namesame for the later class of super-dreadnaught.]]&lt;br /&gt;
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On June 3rd the [https://forums.aurorastation.org/viewtopic.php?p=26334#p26334|NanoTrasen frigate NMV Daedalus was attacked and destroyed by an Izweski vessel], which rammed it and boarded it to seize the ship and crew before scuttling the ship. In retaliation NanoTrasen completely shut down their infrastructure in Uueoa-Esa space. Within hours Uueoa-Esa had lost the majority of satellites, shuttleports on the surface shut down as the human staff left, and the bluespace gate for the system itself was shut off.&lt;br /&gt;
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On June 4th the [[Sol Alliance]] the Prime Minister &#039;&#039;&#039;Michael Douglas&#039;&#039;&#039; held a speech condemning NanoTrasen&#039;s response to the Unathi crisis. Immediately after the speech there was a vote of no-confidence, ousting the Prime Minister, his cabinet, paralyzing SolGov and [https://forums.aurorastation.org/viewtopic.php?p=26597#p26597| making it hard to respond to the seizure of a NanoTrasen telecommunications satellite in orbit of Moghes.]&lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=27318  On June 23rd] Hegemon S’kresti Izweski used a seized NanoTrasen t-comm satellite to broadcast his agenda of expansion for the Hegemony, as well as demanding the return of the Ouerean colony back to Unathi officials. Ouera was jointly administered by the [[Nralakk Federation]] and [[Sol Alliance]] at the time, who originally ignored the demands. Nralakk even warped four extra frigates in orbit of Ouerea to ensure the safety of its citizens on and around the planet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=28422  On July 5th], Hegemonic Fleets jumped into Ouerea orbit. They fired a broadside across the bow of several Federation ships, in order to notify them of their presence. Hegemonic forces would then announce to the Federation that several Qukala marines had been taken prisoner by the Hegemony. These prisoners were essentially used as hostages to force the Federation and Alliance into negotiations for the planet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=28529  On July 7th] newly elected Alliance Prime Minister Chater announced he was ceding Ouerea to the Izweski, deeming the planet not worth the loss of lives in an actual conflict. This lead the Hegemon to name &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039; as Overlord (King) of the planet. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=29205  On July 12th] Nralakk ceded all claims the planet in exchange for all Skrell prisoners being returned, and the opportunity to evacuate any skrell who wished to leave Ouerea.&lt;br /&gt;
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[[Hephaestus Industries]] was [https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=29862  quick to swoop in and fill] in the void left by a withdrawn NanoTrasen. On the 19th of July they announced a partnership with the Hegemony, and laid the groundwork for a tightly woven relationship between the Hegemony and the mega-corporation.&lt;br /&gt;
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=== The Cataclysm (2458) ===&lt;br /&gt;
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The construction and sabotage of the first Dreadnaught, the HMV cataclysm. Following it&#039;s sabotage, the amnesty fleet would go undertake it&#039;s first real military operation, fighting the pirates of Izharshan&#039;s Raiders. While the raiders were not destroyed, the expedition was generally considered a success; Izharshan was killed by Hegemonic forces, and his pirate fleets severely damaged. The operation would cement Lord-Admiral Trazial Yizarus as a popular war-hero, and give him influence above his station for years to come.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/#comment-49876 On February 13th], the galaxy&#039;s first Super-Dreadnaught was launched by the Hegemony thanks to a partnership by Hephaestus Industries. Hephaestus had helped kickstart the orbital industry around Moghes needed for the project. It was a warship of then-unrivalled size, and used the Hegemony&#039;s unorthodox naval strategy of close quarters naval combat and shock tactics, bristling with heavy weapons and a reinforced frontal ram. Lord-Admiral Trazarial Yizarus, an older establishment nobleman, was granted the vessel as his flagship for a new future fleet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=49956%7C  That same day], the launch of the HMV Cataclysm was mired by an act of sabotage of the ship&#039;s second Supermatter core. The attack killed just over a hundred Unathi and the ship was critically damaged before its maiden launch. The Chief Engineer of the superdreadnaught, Yiazar Tsaera, was murdered in his office by a Guwan infiltrator that had been on the vessel as a janitor.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=50114%7C  On Febuary 14th] the culprit was captured and interrogated, he revealed himself to be working for [[Unathi_Piracy#Izharshan&#039;s_Raiders | Izharshan&#039;s Raiders]], a pirate group that mainly operates within the territory of the Hegemony. The hegemony would retaliate with a large military operation, with the overall goal to be the capture or death of Iklex Izharshan, the leader of Izharshan&#039;s Raiders. Many Raider ships were captured or destroyed, and several of his lieutenants and crews were captured as the Hegemony raided forward operating bases. Those captured by the Hegemony would go onto be punished; officers were executed on the order of Lord-Admiral Yizarus, and crews were sentenced to lifetimes of hard labor.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=51582%7C  On Febuary 29th], the turning point of the expedition came. Sinta who had joined the Hegemony&#039;s &#039;amnesty navy&#039; under the command of &#039;&#039;&#039;Captain Zyuiz Sitraz&#039;&#039;&#039;, conducted a massacre against a Raider occupied station just outside of the Hegemonies borders. The station was home to not only the Raiders, but members of their families, primarily women and children. Ignoring hails from the station and requests by the inhabitants to be allowed to surrender, Sitraz and his men indiscriminately cleared the station, leaving no survivors. For his crimes, he was personally condenmed by the Hegemon and accused of Abhorrent Dishonor. He fled the Hegemony before being arrested.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=53001%7C  On March 15th], Ilkex Izharshan was killed when the Hegemony raided a well defended asteroid base just outside of the Hegemonies territory. The Hegemonic Navy was led to the base by tracking a damaged raider ship carrying a supply of Phoron. The assault was led by Lord-Admiral Trazial Yizarus, as his brother was battling a seasonal sickness. Ilkex was killed on the bridge of the base when several hegemonic warriors threw frag grenades into the room. This also marked the end of the Hegemonic Navy&#039;s first true military operation, which they completed rather well. It is seen by many as the day the Hegemony became an equal player within the Badlands.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=53584%7C  By March 19th] the repairs to the HMV Cataclysm were completed, and the ship was re-launched to much fanfare. It joined the 1st Fleet, commanded by Lord-Admiral Trazial Yizarus, and became the fleet&#039;s flagship.&lt;br /&gt;
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== The Succession Crisis (2458)==&lt;br /&gt;
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In 2458 the Heir to the Hegemony, Yakt Izweski, would suddenly perish in a shuttle crash on Moghes. As a result, the line of succession shifted to Not&#039;zar Izweski, who was seen as a weak and undesirable heir. Following the funeral of his son, Hegemon Sr&#039;kresti became recluse, locking himself away in the Izweski Keep eventually falling into a coma. This left a power vacuum within the Hegemony, leading to S&#039;linzar Ickza, a son in law of the Hegemon, declaring himself Regent with the support of many powerful vassals. Eventually, Not&#039;zar challenged S&#039;linzar to single combat for the throne, triumphing by utilizing a large skrell made exosuit. &lt;br /&gt;
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=== Death of Heir Yakt: Rise of S&#039;linzar ===&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=57849%7C  May 6th, 2458] will forever mark a turning point in the Hegemony&#039;s history. Hegemon Heir Yakt Izweski along with his wife Asalizathi and 4 other passengers were killed when a private shuttle crashed in the mountains just north of To&#039;ha&#039;dat. According to sources within the Moghean Shuttle Service Authority they received a distress signal from the shuttle&#039;s pilot. The pilot had declared an emergency after its engines failed at 45,000 feet from an unknown malfunction. His death decapitated the Izweski&#039;s succession plans. The prince was the epitome of Unathi ideals, being a warrior-poet who strengthed the Izweski clan through a powerful marriage alliance with the Ackza clan through his wife.&lt;br /&gt;
His death left as heir the undesirable Prince Not&#039;zar Izweski, 20 years old at the time and second oldest child to the Hegemon and his First Wife. The physically handicapped and unassuming Unathi was never expected to achieve anything, and most people skipped over him to focus on his younger brother Prince Z&#039;krazki Izweski who was 16 at the time. Z&#039;krazki was seen as the same sort of robust, strong-headed Unathi that his eldest brother and father were.&lt;br /&gt;
It also left in a powerful position Lord S&#039;linzar Ickza&#039;, 25 at the time. He was brother-in-law of the late Heir and Son-in-Law of the Hegemon after marrying the 19 year old Rzasul Izweski. He personally commanded the Ickza Levee forces, which fought extensively alongside Izweski forces under his late father in the Contact War. Many of their forces were tragically lost, including Slin&#039;zar&#039;s father, in the nuclear exchange but the Ickza continued to be a dominant force in the Hegemon military as its leading officers and a sizable portion of the Moghean levies.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=58087%7C  On May 8th], S&#039;linzar saw his chance after the sudden loss of the Hegemon. During the funeral of his lost son, Hegemon S&#039;kresti, already having experienced the trauma of living through a nuclear apocalypse that saw him lose friends, family, and almost his entire civilization, became inconsolable upon seeing his son buried. Following the burial the Hegemon cut off all contact and resigned himself to his quarters in the Izweski Citadel, not leaving his bed. His doctors soon found the grief and major depressive episode had caused the Hegemon to fall into a coma.&lt;br /&gt;
After losing their heir and then immediately losing their Hegemon, a power vacuum was ripped wide open in the Hegemony. Immediately power players made moves to seize the ultimate prize. Faster and savvier than the others, S&#039;linzar Ickza unilaterally declared himself Regent and immediately gained support of powerful vassals.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=58568%7C  By May 11th] S&#039;linzar attempted to purge his enemies and uplift his loyalists, but hit a roadblock in the form of Lord-Admiral Yizarus. After purging and sidelining large elements of the upper nobility in government, Lord-Admiral Trazarial Yizarus was also given a letter of retirement ordering him to cede authority of the 1st Fleet which is still withdrawing from operations in the Frontier.  Lord-Admiral Yizarus announced that he would refuse to abide by the letter, and that he would continue to operate the fleet, which accounts for almost half of the orbital navy of the Hegemony. The Yizarus clan and its direct vassals remained the majority of officers in the young Hegemon Space Command, whereas the Ickza and their vassals dominated the politics and manpower of the army of Moghes and Ouerea.&lt;br /&gt;
Lord-Regent Ickza responded by threatening to brand Lord-Admiral Yizarus a traitor, forcefully stripping him of his titles and lands. Complicating the matter, Lord-Admiral Azikyui Yizarus, Trazarial&#039;s brother, commanded the 2nd Fleet which had just returned to the orbit of Moghes. Azikyui did not give any statements on his position and the 2nd fleet went silent, refusing hails from both the Moghean Space Command or the 1st Fleet&#039;s hails. Lord-Admiral Yizarus demanded his brother defy the Lord-Regent while Lord-Regent Ickza has sent demands for Azikyui to detain his brother and seize control of the 1st Fleet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=59300%7C  Following this on May 19th], S&#039;linzar doubled down on his attacks against Not&#039;zar Izweski and his immediate family. Not&#039;zar had just went to diplomatic summit in Tau Ceti to meet emissaries from the Jargon Federation, seeking recognition for his own claim from the [[Jargon Federation]]. Ickza visciously mocked and attacked the young Prince for this move, trying to discredit him by painting him as a pawn of xeno powers in words that quoted the famous &#039;false smiles and unknowable minds&#039; line from King Don&#039;zai Azarak and his Firebrand Summit of 2437.&lt;br /&gt;
Following this maneuver, the Overlord of Ouerea declared his support for Ickza. This also caused Azikyui to break his fleets silence and declare himself for Ickza. It seemed evident to all that Not&#039;zar&#039;s only choice was to either formally abdicate to Ickza or rally his existing forces and seize his claim by force, plunging the Hegemony into a brutal war of succession that would forever prevent them from reversing the spread of the Wasteland, and potentially ending Unathi&#039;s chance for civilization entirely.&lt;br /&gt;
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=== Defeat of S&#039;linzar: Rise of Not&#039;Zar ===&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=60030%7C  On May 27th], Not&#039;zar Izweski showed his grasp of intrigue and political acumen by taking a third choice. Having been secretly shuttled to the Cataclysm, Not&#039;zar Izweski broadcast a speech in which he challenged S&#039;linzar to a duel of personal combat. He antagonized Ickza&#039;s pride by declaring he&#039;d spare his in-law upon his defeat. Publically challenging Ickza before all Unathi and having such self-confidence in his own victory manipulated Ickza into immediately accepting at risk of losing face. The key in Ickza&#039;s response was that Not&#039;zar, who was known to be physically handicapped, could &amp;quot;choose whatever weapons and armor he can walk to the field with.&amp;quot;&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=61473%7C  On June 16th], the duel of personal combat marked a stunning reversal in Ickza&#039;s trajectory. The duel was conducted that morning with Lord Regent S&#039;linzar arriving outside the Izweski Citadel, the capital of the Hegemony and personal castle of the Izweski family, in a Mk II Class Breacher Suit taken from the Izweski personal armory. The duel was taking place in the courtyard of the Izweski Citadel with the ramparts filled with various members of the Hegemony nobility. Many were encouraged by the self-assured Slin&#039;zar to take the victor as the legitimate and legal heir to the Hegemony.&lt;br /&gt;
Not&#039;zar was allowed by the terms of the duel to arrive with whatever weapons and armor he could personally carry, and it&#039;s believed that this loophole was exploited as a reason for his dramatic entry in a large skrell-made mech.  The mech&#039;s use in the duel was not known until it departed from a shuttle that had landed just outside the citadel walls. The shuttle itself had embarked from the HMV Cataclysm, which had jumped in orbit above the capital city despite protests from Moghean Space Command and threats of retaliation from the nearby 2nd Fleet. The duel continued despite the surprise of Lord-Regent S&#039;linzar but was quickly ended when Not&#039;Zar fired a series of ion bursts that disabled S&#039;linzar&#039;s Breacher Suit and depleted its charge. Lord-Regent S&#039;linzar was them asked to surrender and keep his life and nominal titles, and the offer was accepted.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=63874%7C  On July 2nd 2458], Not&#039;zar Izweski ascended to Lord-Regent and the formal heir of the Hegemony during an official coronation ceremony in which he laid out his vision for the Hegemony&#039;s future. Not&#039;Zar Izweski gave an extremely controversial speech to the assembly.&lt;br /&gt;
Following this speech thirty-eight of the assembled delegations staged a walk out. The fifty-three remaining Lords and Ouerean Overlord Tarkart Yiztek reportedly had extremely mixed reactions to the speech, with several instances of fighting and heated arguments between the assembly. This fierce disagreement would be the norm for the next years of Not&#039;zar&#039;s reign as the young prince tried to steer the Hegemony into a new future.&lt;br /&gt;
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== The Rise of the Iron Masks (2458)==&lt;br /&gt;
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Using the fire of religious tensions and superstitions, the Izweski Court Chaplin, soon to be High Priest Unzi, seized power over the church of Sk&#039;akh. He formed the Maraziite Order, otherwise known as the Iron Masks, a religious police force who had authority throughout the Hegemony. High Preist Unzi&#039;s paranoia would see this force used to target thousands of Sinta, eventually attempting to target Clan Izweski themselves. The Maraziites would lay siege to the Izweski Citadel, attempting to assault it several times but being repelled, until negotiations between Not&#039;zar and Unzi reached a peace, with a compromise between the Hegemony and church of Sk&#039;akh.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=67539%7C  On September 24th] news came out about a feudal Lord on Ouerea that had been arrested by his Watchmen, on accusations of black magic. Originally elected as the city mayor before Ouerea was returned to the Hegemony, he had been serving as its feudal Lord since only 2457. This incident was originally thought to be a minor incident that was embarrassing for the landed nobility for twin reasons: the fact there was a revolt against a landed Lord at all, and that it made the Unathi look incredibly superstitious and backwards to the galaxy. However this soon became known as the first incident in the coming occultist panic that would see the rise of a powerful new political player in the Hegemony: High Priest Unzi.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=67956%7C  September 20th] gave another warning sign when Ouerea officially banned conducting seances without a license. But November 11th is often considered the true birth of the panic and the origin of the Iron Masks. Yizra Unzi, a Sk&#039;akh priest with a prestigious but ceremonial title as the Izweski&#039;s formal chaplain and priest, reveale alleged evidence of unprecedented infiltration of Hegemony society by what he called &amp;quot;Occultist influences&amp;quot;. The investigation sparked immense alarm across Uueoa-Esa as mass panic gripped nearly every major city. Not&#039;zar Izweski tried to appeal for calm and to caution against superstition, but this was futile as powerful elements of the nobility, the general public, and even extended members of the Izweski clan itself had already called for a broad and unprecedented growth of the power of the Sk&#039;akh church.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70116%7C  By November 14th] this broad coalition allowed Unzi to unilaterally name himself the head of the Sk&#039;akh Church. This same day he created an armed inquisition called the Maraziites, or the Iron Masks recruited from the pools of Warrior Priests or hired from the ranks of civilian Watchmen. This religious police was unilaterally granted unrestricted jurisdiction across Hegemonic space and supremacy over civilian courts. The Order was granted authority to put accused cultists before trial in the new High Court of Tranquility, which would punish Unathi with exile or even death. Despite these reforms being extremely illegal, Not&#039;zar Izweski did not have the power base necessary to resist without his attempts blowing up in his face.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70159%7C  Going into the rest of November], the Maraziites ruthlessly targeted enemies of the Church. Consolidating power incredibly quickly, Unzi began targeting Unathi outside the original documents. In an ever-expanding web of &amp;quot;occultists&amp;quot; and &amp;quot;daemonic influences&amp;quot; the High Priest began to see enemies everywhere, until his eyes settled on the biggest threat of them all.&lt;br /&gt;
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=== Defending from the Cult Menace and the Failed Coup ===&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70345%7C  November 23rd] was the climax of the Maraziites rise. It saw the Orders sudden siege of the Izweski Citadel. The Order accused Clanmother Rak&#039;ta of the Izweski Clan of practicing black magic on the comatose Hegemon. Iron Masks attempted to breach the citadel but were repelled, and a 5-day stand-off ensued. The Lord that ruled Skalamar, Trikzara Sirax, attempted to attack the Maraziites using his forces in the city but was deterred by Not&#039;zar Izweski who wanted to avoid the situation escalating. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70518%7C  On November 28th], At the end of the 5th day there was a dramatic battle that saw the Maraziites try to actively break down the walls of the Citadel but they were unsuccessful. Following the defeat, High Priest Unzi agreed to meet with Not&#039;zar Izweski. The two of them crafted an agreement that would compromise power between the Sk&#039;akh Church and the Izweski Clan. While this avoided bloodshed, the agreement is also seen as a formal acknowledgement of High Priest Unzi&#039;s legitimacy in his new role. &lt;br /&gt;
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= Not&#039;zar&#039;s Rule is Tested (2459) =&lt;br /&gt;
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== The Arrival of Vaurca ==&lt;br /&gt;
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The arrival of the K&#039;lax Hive in their massive hiveship saw the Hegemony adopt them into their empire, granting them the world of Tret. Their Queen would be named overlord of the planet, and become another vassal of the Izweski. The hive would then go on to act as Not&#039;zars private army in many disputes, and some K&#039;lax unbound even being named to the Admiralty.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=73412%7C  March 9th], saw the arrival of one of the major Vaurca Hives. The object was colossal, with long range scans showing it to be almost 28 kilometers in length where the Cataclysm was just under a single kilometer in length.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=73557%7C  March 13th] revealed that after originally being incredibly alarmed and fearing conflict after an error in translation, which saw the mobilization of the Hegemony&#039;s armed forces, the Vaurca were soon revealed to be seeking refuge.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=73718%7C  On March 17th] Not&#039;zar Izweski allowed them to settle on the small world of Tret within the Uueoa-Esa system. He named their Queen Overlord of the planet and vassalized the K&#039;lax&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=105501%7C On November 15th, 2460], a Vaurca named Za&#039;Akaix&#039;Xitac Klax achieved the rank of Admiral within the Hegemony&#039;s Navy. Xitac had shown consistent talent and promise since 2459, and in May, in the season of Versakh, he was tapped as the potential leader of the growing 3rd Fleet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=126795%7C On December 4th, 2460], the new 3rd Fleet of the Hegemony received its flagship: The HMV Annihilation. The Cataclysm-class warship differed significantly from its sister-ships. Its main focus was a heavy compliment of stike-craft: bombers and fighters that used the vessel as a carrier. The Annihilation would be the flagship of the K&#039;lax Admiral Za&#039;Akaix&#039;Xitac Klax.&lt;br /&gt;
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== The Restoration of the Kataphracts ==&lt;br /&gt;
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Not&#039;zar would restore the [[Izweski_Nation # Feudalism | Kataphract Order]], warriors who swear allegiance only to the Hegemony rather than specific clans. Some of his appointments would see backlash from other lords. More information can be found [[Izweski_Nation # Feudalism | here]].&lt;br /&gt;
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[  On April 26th], Not&#039;zar announced the resurrection of the Kataphract Order. Not&#039;zar included in this resurrection the new titles of High Kataphracts who would be held up as paragons for the entire species. The First High Kataphract was Saa Yui’zai of Clan Timzula. The second was Lady H&#039;zala. Her appointment broke convention and upset many traditionalists, and only came after she went through an arduous series of [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113262%7C  trials] and [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113356%7C  quests] not required by her male peers before her eventual [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113632%7C  success].&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113759%7C%7C  On May 4th], the next High Kataphract was a hero of Youthstone, Ozal’kai Zizae.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113759%7C%7C  On May 25th], it was revealed that Zizae was a fraud. He was a Guwan who had taken his deceased brother&#039;s name in order to fight in the war. Upon this discovery there was little leniency offered; Not&#039;zar Izweski stripped him of his title and he was imprisoned.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=115854%7C  On June 10th], he was allowed to have his name restored as his status as Guwan removed. However he still had to embark on a quest given by the Lord-Regent with only a ship, a spear, and a laser rifle. Only by completing this quest would he be allowed to return fully into the fold of his Clan.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=115696%7C  On June 7th], Za’Akaix’Ziza K’lax became the first K&#039;lax Kataphract. The medical doctor had been tending to Wastelanders deep in the desert when raiders came and stole supplies and kidnapped a patient. Ziza then later went on a quest to attack the raiders at their camp and liberate his patient and the stolen medical supplies. He was lauded as an exemplar example of the Hegemony&#039;s ability to bring non-Unathi into the fold of heroism and honor.&lt;br /&gt;
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== The Hegemonic Assembly ==&lt;br /&gt;
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A assembly called by Not&#039;zar in the city of New Skamander, during which the primary issue was the direction the Hegemony would take, and it was decided that the Hegemony would undertake a massive terraforming effort on Moghes, in an attempt to fix the wasteland. Secondarily, it was also used by Not&#039;zar to limit the power of clans.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=77628%7C  On July 8th] Not&#039;zar Izweski called an assembly to determine the future of Moghes and the Hegemony. With limited resources, the three choices were to either invest in terraforming Moghes, invest in expanded territory and resources through conquest, or abandon Moghes and relocate the Sinta people to Ouerea. The K&#039;lax Queen was also in attendence as a delgate. In the end, despite a heavily militarist bent, the Assembly decided to invest in repairing the environment of Moghes. Heavy industries and a massive investment in terraforming equipment was made. But at the same time, Unathi who had for decades made a home in the Wasteland were now being evicted by the Izweski Hegemony and their lands seized. It was a bitter reminder to those who still remembered how the Izweski had done this all before, but this time there was no unified force to resist them. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=80525%7C  On August 28th], four weeks later, Not&#039;zar Izweski announced a decree that provided token protection against the practice of Clans branding someone as a Guwan. The new law required an imperial court to brand someone a Guwan, and not a Clan Leader. This antagonized traditional elements of Unathi society, with Not&#039;zar facing intense criticism at what many Lords and Clan Leaders called an arbitrary seizure of power.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=82319%7C  On September 26th] Not&#039;zar faced a reprieve. The Wasteland experienced its first rainfall for 20 years. The moment marked a tremendous moment of jubilation within the Hegemony as a sign that the investments in terraforming were already bearing fruit. The day was so celebrated that September 26th became known as Restoration Day.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=83856%7C  October 21st]saw strange news that foreshadowed either the arrival of the Aut&#039;akh or the long history of occultist powers. The Hegemony Guild Of Xenoarchaeology announced a startling find: an ancient temple pre-dating Sinta&#039;Unathi civilization. Master K&#039;arzl, a prestigious xeno-archaeologist, conducted an expedition into the deep cave system that housed the temple. The Iron Masks, antagonized by the spiritual threat they claimed the temple possessed, had a scuffle with the Master and then sealed the caves leading to the temple.&lt;br /&gt;
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== The Return of Clan Ickza (2459) ==&lt;br /&gt;
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Due to the ascension of a peasant admiral to the command of the 2nd Fleet, several lords announced they would be refusing Levy services to the Hegemon, causing half the army of Moghes to disappear in a single day. These lords were led by Czia Ickza, who had taken control of the clan following the defeat of S&#039;lzinar in 2458. Not&#039;zar would call upon the K&#039;lax of Tret to supply him with warriors, of which he was granted ten thousand, and use them to lay siege to the Ickza ancestral estate. The discipline of the Vaurca and their alien appearance caused panic within the Ickza levy, leading Not&#039;zar to force a capitulation without battle. Czia would become a hostage of the Izweski, and Not&#039;zar gained incredible control over the military system of the Hegemony.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=84547%7C  On November 3rd] The second Superdreadnought HMV Catastrophe was launched from an orbital dockyard. An elaborate ceremony in Skalamar, Lord-Regent Not&#039;zar officially named Oyuti Gour&#039;zai Admiral of the 2nd Fleet and Captain of the Castastrophe, taking the place of the retiring Lord-Admiral Azikyui Yizarus. Oyuti was the first one of the officers that graduated from Not&#039;zar Izweski&#039;s Imperial Academy that was training officers exclusively loyal to the Izweski rather than the many feudal Lords. Following Azikyui&#039;s public support for a pretender and rival to Not&#039;zar Izweski, none were surprised by his being replaced. But many were shocked to see Lords passed over in favor of someone they saw as a peasant. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=84790%7C  On November 7th] this immediately saw a retaliation from the many Lords, they announced that they would be refusing their Levy services to the Hegemon entirely. Just over half the army deployed across Moghes disappeared over a single day. The move caused incredible antagonism between Oyuti and the nobility, with Oyuti boldly echoing Yizarus&#039; statement during the Succession Crisis that any attempt to take his fleet would have to be done via force. Bizarrely to many, rather than wade into the middle of the dispute Not&#039;zar Izweski left on a shuttle to the K&#039;lax planet of Tret. The reason for this soon became clear.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=85128%7C  On November 13th] Not&#039;zar Izweski landed four miles north of the Ickza&#039;s ancestral estate with over 10,000 Vaurca warriors. Taking his new K&#039;lax levy on the march, Ickza soldiers abandoned their posts and even villages fled rather than face these strange aliens. The Vaurca played up their strange customs, moving in complete silence and with a discipline unknown to any major galactic species, and partaking in no violence. They ended up taking up positions near the Ickza&#039;s ancestral castle.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=85445%7C  On November 19th] the bizarre stand off around the Ickza&#039;s ancestral home came to an end. The Ickza requested their own vassals answer a summons to rally an army of their own but many of the Ickza&#039;s lower vassals refused the summons. The Ickza ended up with a force of 2,500 Sinta surrounded by the tens of thousands of Vaurca. The Vaurca remained completely silent and unmoving for hours and hours on end during the stand-off as Not&#039;zar negotiated with the Clan-Leader Czia Ickza nearby. By nightfall on the 17th the Unathi forces, wearing full combat gear and holding melee weapons or rifles, were becoming exhausted after standing in place for 13 hours. The commanders refused to let anyone move until the sun began to set on the next day. By this time the Ickza&#039;s levy-men had gone nearly 40 hours standing in place with no food or water and many collapsed in place from exhaustion. Ickza commanders then finally signaled all the formations to break up and return to their camp. It was then that the Vaurca&#039;s entire force, suddenly took two steps forward, startling the Ickza forces. The sudden short advanced the entire Ickza army routed from the field.&lt;br /&gt;
In the end Czia Ickza agreed to return to the Izweski Citadel as a hostage while Not&#039;zar took direct control of all the Ickza&#039;s lower vassals. With the leaders of the short rebellion defeated, the general strike dissolved and by December Not&#039;zar now enjoyed a much greater control over the military than before. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Discovery of Wasteland Diona (2459-2460) =&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:110%; border:2px solid #fff; margin:0; background:#fff; padding:.1em; color:#black;&amp;quot;&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;
&lt;br /&gt;
Late in the year, a Diona Gestalt was discovered within the wasteland. Using it&#039;s ability to absorb radiation as food, the Gestalt had brought down cancer rates and radiation sickness dramatically, leading for the local shaman to declare the Diona a blessing from the ancestors. Hegemonic scientists swarmed the site, conducting studies on the Gestalt, before Th&#039;akh shamans spirited the Diona away, declaring the studies to be too invasive. The Sk&#039;akh church then met with the Shamans, and after discussion, agreed that the Gestalt was holy, leading to pressures against the Hegemony. This combined pressure would see a recall of all the Hegemonic Scientists, and the declaration that Diona are a scared species within both churches. The wastelanders however would take this to another level, merging diona with their bodies in a symbiotic relationship, which is viewed with revulsion by the wider public, save for the Sk&#039;akh church who condone the practice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=86207%7C  On December 3rd] it was discovered that a Dionae Gestalt had somehow found its way into a Wasteland community. It had given itself the name The Silent Friend Embracing The Weeping Souls In A Blanket Of Purity And Love. Over the time it had been there it developed a relationship with the local community. Using its natural ability to absorb radiation, the Gestalt brought radiation sickness and cancer down dramatically. The shaman of the local village had declared the dionae a blessing from the Ancestors intended to protect them and had persuaded the villagers to bring it regular tribute of food and water. However Hegemonic scientists swarmed to the small town to conduct invasive studies on the Gestalt. Objecting to this, Th&#039;akh shamans helped the dionae escape the scientists. After retaliating with arrests and an extensive manhunt the Sk&#039;akh Church came to meet with the shamans. The two faiths found a common respect for the gestalt. In a rare moment of cooperation, the Church and the shamans both pressured the Izweski to call away the scientists and allow the dionae to live with the village in peace. This incident marked the first of the growing relationship between Unathi and the Dionae.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=88283%7C  On January 15th] this would evolve into Dionae being declared sacred.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=128514%7C  On December 22nd] news came out that Wastelanders had created a ritual where they merge dionae nymphs with their body, forming entire new limbs. Originally it was believed it was a parasitic relationship and was immediately condemned by many religious and civil authorities.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=128882%7C  By December 28th], discussions with the Unathi in question with religious leaders had the Sk&#039;akh Church and many shamans reconsider it a symbiotic relationship. The Sk&#039;akh Church went so far as to condone the practice. Despite this, the public&#039;s views on the matter would continue to be dominated by revulsion.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Year of Chaos (2460) =&lt;br /&gt;
&lt;br /&gt;
== Rumbles on Ouerea ==&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:110%; border:2px solid #fff; margin:0; background:#fff; padding:.1em; color:#black;&amp;quot;&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;
&lt;br /&gt;
Starting as a protest against Hephaestus Industries, civil unrest would eventually spiral into full-blown rebellion on Ouerea, with demands to abolish feudalism, end taxation, and the return of a democratic government. Overlord Yiztek responded with a brutal crackdown of the rebellion, causing most of his levymen to abandon him and join the rebels. The rebellion swelled in power, seizing nearly all major cities save for the capital, arresting members of the nobility and ransacking estates. With the situation dire, Not&#039;zar would arrive on Ouerea, and begin to negotiate with the rebels against the advice of the Overlord. While negotaitions were ongoing, the overlord would kill many rebel negotiators, forcing Not&#039;zars hand, causing the Guwan Guard to storm the capital and arrest the Overlord, who was then branded Guwan and exiled to the wasteland. The rebel army accepted Not&#039;zars terms for peace, which led Ouerea to become a democratic colony under the Hegemony. &#039;&#039;&#039;Not&#039;zar was then nearly murdered by surviving members of the Overlords Clan, but was saved by Hizoni Razi.&#039;&#039;&#039; This caused the entire Yit&#039;zek clan to be branded Guwan, and exiled into the wasteland.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=88076%7C  On January 12th], 2459 it was finally brought to public consciousness that the women of Ouerea were politically agitating via what they called Women&#039;s Councils. These argued against the exploitation of Ouerea and its falling standard of life and loss of its diversity, focusing on the children of the women in particular. Ouerean Overlord Tarkart Yiztek tried to appease the groups by redirecting their criticism to Not&#039;zar.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=88721%7C On Janurary 27th] the public consciousness present on the planet got a boost through an appropriated war chant bellowed by Wastelanders who attacked an Izweski terraforming site with a leader claiming to be Don&#039;ziki Azarak, the leader of the Traditionalist Coalition.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=90959%7C  On March 6th], Ouerea would explode into unrest once again. The protests originally began in New Skalamar, focused against Hephaestus Industries&#039; treatment of Ouerean workers. The original protests grew into an organized rebellion that almost immediately overwhelmed five major cities. The original demands of this rebellion was the abolishment of feudalism on Ouerea, the banishment of Hephaestus Industries, the end of taxation to Moghes, and the return of a democratic government. Overlord Yiztek responded with a brutal crack-down that failed spectacularly in containing the violence.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=93396%7C  On April 10th], in response to his retaliation, large portions of the Ouerean levymen abandoned the Overlord and joined the rebels. They seized government buildings across several major cities in a coordinated surprise attack. Feudal Lords were forced to flee or be captured, and in only a handful of cities were the aristocracy able to maintain control.&lt;br /&gt;
This rebellion would continue to rage on Ouerea for some time, being a festering problem with no solution in sight.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=97517%7C  On June 2nd, 2460] the rebel movement on Ouerea that became known as the Ouerean Confederation managed to flip all the major cities of the planet except for the capital of New Skalamar. The rebellion&#039;s violence was mostly focused on the property of the nobility. Many estates and castles were ransacked by rebel forces. Many high profile noble Clan elders were arrested by the rebel army while dozens of Sinta in general had perished. In lands that the Confederation controlled the Maraziite Order was also expelled by force. The planet was majority Th&#039;akh and did not appreciate the presence of the Order that had burnt their sacred temples to the ground. The Confederation&#039;s main army, commanded by General Zik&#039;San then besieged the capital.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=97591%7C  On June 3rd] Not&#039;zar Izweski himself arrived on Ouerea. The Lord-Regent&#039;s arrival came after Overlord Yiztek expressed frustration with the handling of the crisis, at one point directly attacking Not&#039;zar&#039;s honor by saying that it was easy for the Lord-Regent to give orders far away from the front lines. After these reports reached Moghes, Not&#039;zar Izweski is said to have immediately left his Citadel for a shuttle to Ouerea.There he flew into the encircled city and took a direct part in directing its defense.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=98438%7C  On June 20th] Not&#039;zar left the city to directly speak to the rebel General Zik&#039;san. Initially being at the walls directing reinforcement of the western gate and discussing how to best distribute food supplies being shuttled in from orbit to residents of the city, Not’zar suddenly signaled his Guwan Guards and informed the assembled defenders that he would be ‘seeking a better alternative’ to the crisis. Not’zar Izweski began by asking Zik’san his terms for a peaceful end of the conflict. General Zik’san reiterated the terms sent to Overlord Yiztek. Zik&#039;san was originally reluctant to engage in negotiation with someone he saw as unable to keep their word, having dealt with only the dishonorable Overlord. Not&#039;zar requested a radio in response and ordered the expulsion of all Maraziites from New Skalamar. Impressed by this overture Zik&#039;san and Not&#039;zar were able to engage in earnest negotiations.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=98554%7C  On June 22nd] negotiations were halted when Overlord Yiztek locked the Lord-Regent outside the city during the latter&#039;s return from a negotiation. The Overlord had hoped that the rebels would seize the Lord-Regent as a prisoner and give him the justification to engage in a violent reprisal. Not&#039;zar Izweski went back to General Zik&#039;san, who felt honor-bound to ensure Not&#039;zar&#039;s safe return. The general offered the Lord-Regent a shuttle to fly over the city walls and Not&#039;zar was able to return to the city. After meeting with Yiztek for several hours in private, the Overlord apologized publicly for the accident. In addition future negotiations were to take place in the Overlord&#039;s castle inside the city.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=99164%7C  On July 6th] Yiztek had the rebel emissaries assassinated in his own castle. Overlord Yiztek is defending his action by claiming that they were spies attempting to get information. Zik&#039;san swore retaliation and gave the city 3 days to surrender before he assaulted it.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=99249%7C  On the 3rd day] an assault came in the form of Not&#039;zar&#039;s personal Guwan Guard storming Yiztek&#039;s castle. The castle garrison was taken by surprise and quickly overwhelmed. Several dozen of Yiztek’s Clan and followers were arrested. Refusing to become a Guwandi Yiztek was branded a Guwan and exiled, sent back to Moghes to be released into the Wasteland. The Ouerean Confederation accepted peace and soon Ouerea was reformed to become a democratic colony of the Hegemony.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=103022%7C  On September 28th, 2460], at a formal dinner to celebrate a local Ouerean holiday and to commemorate the peace, Not&#039;zar Izweski was nearly assassinated by surviving elements of Yiztek&#039;s family. The assault failed thanks to the efforts of Lady Hizoni Razi, a mysterious azure who was close to Not&#039;zar at the time. In the fallout the entire Yiztek clan were branded Guwans and exiled into the Wasteland, and Lady Razi grew closer to Not&#039;zar Izweski.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Our Brother, Dominia ==&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:110%; border:2px solid #fff; margin:0; background:#fff; padding:.1em; color:#fff;&amp;quot;&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;
&lt;br /&gt;
A joint anti-pirate operation between the Hegemonic and Dominian Navies. All the objectives of the operation were accomplished, and the pirates within the system were destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=95734%7C  On May 6th,] an emissary from the Empire of Dominia named Keanu Markarus was abducted by pirates based in the Youthstone star system. The incident was taken as a grievous insult that dishonored both the Hegemony and Dominia. Normally having cold relations, Not&#039;zar Izweski immediately offered a joint counter-piracy expedition that was accepted by the Empire. Both Admiral Oyuti and his HMV Castastrophe as well as Lord-Admiral Yizarus and his HMV Cataclysm were deployed with their respective fleets.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=95833%7C  On May 8th] things started smoothly with a summit onboard the HMV Catastrophe when the Domion Fleets met with Hegemonic fleets. The ceremonial meeting took place as initial fighting took place in the Youthstone system.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=95924%7C  The day after] saw the invasion take place proper. The Youthstone system was a major hub of pirate and raider activity and so boasted a robust defense. Despite their best efforts the coalition was able to break through and land forces on the pirate&#039;s planet&#039;s surface.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Iron Crusades and Religious Tensions (2460-2461) =&lt;br /&gt;
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&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #fff; margin:0; background:#fff; padding:.1em; color:#black;&amp;quot;&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;
&lt;br /&gt;
The Iron Crusade was a religious conflict between the Th&#039;akh Akhanzi shamans and the Maraziite Order, caused by the persecution the Th&#039;akh faith faced by the Church of Sk&#039;akh. It saw the Maraziites completely destroy the Akanzi Order, demolishing their ancient temples and butchering their members. No lords were willing to oppose the Church of Sk&#039;akh and High Priest Unzi, and only The Prophet Si&#039;akh openly defied the church, rescuing several Akanzi Elders, aiding them to escape to Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
Beyond the Crusade, the years also saw the outbreak of the Aut&#039;akh heresy. Seeing the religious tension within the Hegemony, and the outbreak of heresies, Not&#039;zar Izweski called for a summit in New Skamander for all religious leaders to attend. The convention accomplished little beyond allowing grievances to air and starting inklings of well reasoned theological debate. However, it was generally agreed as a step in the right direction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/9655-the-wasteland-window/%7C  On April 1st] The Wasteland also saw great unrest. Akhanzi Order shaman Elder Vuthix Akhandi entered Bo&#039;ha&#039;dat and gave a public speech; a very rare sight from the reclusive Elders. In it he warned the people there of the Sk&#039;akh Church and the Iron Masks, speaking out against their persecutions.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=92829%7C  By the next day] the Maraziites were targeting Akhanzi Order. Using helicopters and off-road vehicles Iron Masks reached many secluded mountain temples and their surrounding villages, attacking them and harassing&#039;s the villagers. This prompted uprisings from Th&#039;akh Unathi were angered at the attacks. [https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=93599%7C  On April 12th] there was prison-break by Akhanzi shamans out of Iron Mask custody, prompting a dark warning of retaliation by High Priest Unzi.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=94478%7C  On April 22nd] the Maraziite Order launched the Iron Crusade. A coordinated attack on the secluded Akhanzi Order temples saw their complete destruction, including the oldest standing structure on Moghes at the time: Durahi Monastery. Over the Crusade&#039;s duration the entirety of the ancient order of shamans was ended. The survivors and refugees, dispossessed, relocated to Ouerea and as far as Tau Ceti in the largest religious diaspora in the history of Moghes. The Iron Masks appeared unstoppable due to the reluctance of Lords to intervene against them, fearing High Priest Unzi. The most successful resistance came from The Prophet Si&#039;akh. [https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=95575%7C  On May 4th] the prophet Si&#039;akh rescued several Elders from the Order, aiding them in escaping to Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=108284  On January 6th], The Aut&#039;akh formally announced themselves in a huge shock to Moghes. The High Church, under Unzi, and conservative Lords immediately moved to destroy the heretics that are the Aut&#039;akh. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=108480%7C  On January 9th], an expedition made by the Church, with volunteer levys, were soundly defeated in a decisive battle dominated by geurilla warfare by the Aut&#039;akhs against the inexperienced Iron Masks. Not&#039;zar Izweski exploited this to maneuver to decree that the Aut&#039;akh may live. Many express confusion as to why Not&#039;zar is siding with the Aut&#039;akh instead of the Church. But Not&#039;zar Izweski understood that if High Priest Unzi were to secure prestige and power from a second successful Iron Crusade, he would effectively dwarf the power of the Izweski dynasty. Not&#039;zar Izweski, attempting to avoid the mistake of the Iron Crusade, is undermining the Church and showing that he still has power over it.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=117632%7C  On July 11th Not&#039;zar Izweski] a grand convention in New Skalamar on the colony of Ouerea which was meant to establish a formal dialogue between the Unathi Religions. Delegates came from Th&#039;akh, Aut&#039;akh, Sk&#039;akh, and even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=118081%7C  On July 17th] the Convention came into full swing. The Sk&#039;akh and Th&#039;akh delegates immediately addressed the first Iron Crusade that all but scoured Moghes of the Akhandi Order. Their arguments continued for so long that Not&#039;zar intervened and asked the Th&#039;akh to address the Aut&#039;akh. During that exchange the Th&#039;akh were extremely critical, but the Aut&#039;akh persisted. In the end, Clan-Mother Mortenga conceded that souls can manifest in inorganic material ‘in certain circumstances’. This was rejected by nearly all the Sk’akh delegates as well as the lone Si’akh delegate, who insisted a soul can only reside in organic material.&lt;br /&gt;
A turning point came when two Sk&#039;akh delegates signaled they were interested in the Aut&#039;akh&#039;s arguments. This caused the head of the Sk&#039;akh delegation to interrupt the convention with loud condemnations, throwing the affair into disarray. It ended in a show-down between Not&#039;zar and the Sk&#039;akh delegate in which Not&#039;zar dared High Priest Unzi himself to come and speak for the church he claimed. The convention then dissolved.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=118657%7C  On July 27th] the convention started up again. This time High Priest Unzi was in attendance. To everyone&#039;s surprise the doomsday prophet Si&#039;akh, who had been disguised, revealed himself and entered into a fierce tirade against the High Priest. The convention concluded without any concrete peace being made, but it did plant the seeds of small scale reconciliation between individuals of the differing faith. The open and honest dialogue and theological discussion broadcast on galactic media gave many Unathi words and arguments to explore other faiths.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Hegemon Wakes! (2461-2462) =&lt;br /&gt;
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&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #fff; margin:0; background:#fff; padding:.1em; color:#black;&amp;quot;&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;
&lt;br /&gt;
In the most defining moment of the contemporary history of the Unathi, Hegemon Sk&#039;resti awoke from his coma and reassumed his duties, dissolving the authority of Not&#039;zar. It would be the start of a slide into chaos, as the Hegemon gave warmonging speeches, stoked the fires of militarism, and openly adopted the beliefs of the prophet Si&#039;akh, believing his son had been re-incarnated in the wasteland. This last would cause the destruction of the tenuous peace between Church and State, with High Priest Unzi condemning the Hegemon himself for heresy. It was discovered that the hegemon was suffering from severe PTSD, and was unwilling to seek help for fear of looking weak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=129034%7C  On December 30th] the Hegemony was radically altered in the course of a single day. Hegemon Sk&#039;resti woke from his coma and immediately Lord-Regent Not&#039;zar Izweski&#039;s authority dissolved. The Hegemon, filled with the same resolve and militarism as before, made bombastic speeches in which he openly declared his intention for a great conquest of the Hegemony&#039;s foes. This fired up the bellicose members of the nobility and many began to prepare for a new age of war and conquest. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=129267%7C  On January 2nd] of the new year 2462, the Hegemon went on a tour over several Wastelander territories. During this he vowed to persecute, run out, and even slay the Wastelanders. The Hegemon swore that all lands reclaimed by the terraforming efforts would be settled exclusively by loyal Sinta, and that in this new era there would be no room for Wastelanders.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=129565%7C  On January 5th] the Hegemon was holding court in the city of Res’karum, Moghes, to meet with Wasteland representatives to hear their cases for their own existence. During this a robed figure entered the room and presented the Hegemon with a scarred Wastelander child. The robed figure was revealed to be the Prophet of Flame Si&#039;akh. The Prophet declared the child was the reincarnation of Yakt Izweski. Initially outraged, the Hegemon paused when attempting to strike down the child and the prophet. As the Prophet escaped in the resultant riot and chaos, the Hegemon, who never fully processed his grief, seemed to accept the child as his own. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130233%7C  On January 11th] the Hegemon adopted the child, declaring him Yakt Izweski and his true heir. The Hegemon&#039;s open adoption of Si&#039;akh&#039;s belief in reincarnation immediately blew up the tenuous peace between Church and State. Reprisals against Si&#039;akh communities across Moghes took place, and High Priest Unzi condemned the Hegemon for heresy.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130357%7C  On January 14th] a mundane article on water treatment reports that seemed to show corruption was found by sleuths to be embedded with documents exposing the Hegemon&#039;s mental state. In the documents, which consist of audio and video, the Hegemon is suffering from hallucinations, episodes of explosive violence, and irrational anger. In the logs its made clear that the Hegemon is still suffering from severe &#039;Post Trauma Disorder&#039;, but is both unwilling to seek help while his retainers and courtiers are too afraid to convince him to get help, believing it would be humiliating for the Hegemon.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130667%7C  On January 17th] Z’krazki Izweski, now 20 years old as the youngest of the Hegmon&#039;s children, is named a Kataphract. During the ceremony he was continuously asked about his thoughts on his father&#039;s actions but became agitated and left.&lt;br /&gt;
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== The Burning of the Scept ==&lt;br /&gt;
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Following the condemnation by the High Priest, and hostility between the church and the Hegemon, the Church was accused of kidnapping the reincarnated heir, Yakt Izweksi from the Citadel. The city watch of Skamander laid siege of the Grand Scept of the church, facing off against the Maraziites who had been discreetly arming themselves within the scept. Eventually, after a tense 3 day stalemate where neither side began overtly hostile actions, the Hegemon openly accused High Priest Unzi of the kidnapping in a public speech. Immediately, Izweski bannermen began to attempt to fight their way into the Scept, making it to the entrance as priests barricaded the doors and windows. As anarchy began to grip the city, the Maraziites attacked the city watch, which itself had divided as many members deserted to side with the Church. After a night of fighting, the Izweksi bannermen were repelled from the Scept, leading the Hegemon to personally lead an attack to the Scept with his Guwan guard. This attack would overwhelm the Maraziites and members of the Watch with them, and in the resulting capsulation the Hegemon sacked and heavily damaged the Scept. With Lords swearing to avenge this destruction, the Hegemony was on the brink of a full scale civil war. However, Hegemon Sk&#039;resti would not live to see this, as during a meeting with loyalist lords, Kataphract Z&#039;krazk Izweski, son of the Hegemon, would slay his father. thrusting Not&#039;zar back into the role of Hegemon.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130889%7C  On January 19th] the grand temple of the Sk&#039;akh faithful in Skalamar. Moghes, was surrounded by the City Watch by orders of the City&#039;s Lord Trikzara Sirax. The Watch initially respected the Scept, meeting with delegations from inside on the steps. They accused members of the Church of kidnapping Yakt Izweski, adopted child of the Hegemon. In defense of the Scept Maraziites began clandestinely rearming themselves and moving to the area, actions explicitly banned by the law. High Priest Unzi himself cancelled his trips and returned to the city to the seat of his power.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131079%7C  Violence broke out on January 21st] throughout Skalamar. In a public speech the Hegemon accused Unzi of kidnapping Prince Yakt and made his intentions for violence known if Yakt was not returned. The Izweski&#039;s personal soldiers fought their way to the Scepts entrance as the priests barricaded the doors and windows. In retaliation the Iron Masks violently assaulted the Watch, attempting to reinforce their holy site. The Watch itself was divided, with many deserting to join the defense of the Scept. The brutal and confusing three-way conflict Lords across Moghes responded by summoning their own forces. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131116%7C  By the morning of January 22nd] the Izweski bannermen were repelled by the Watch and by the Iron Masks. In response the Hegemon, personally wearing a Breacher Suit, led a large contingent of his personal Guwan Guard to the Scept. A loose coalition of Watchmen, Iron Masks, and armed commoners were viscously and decisively defeated and scattered as their clubs and ballistic rifles were useless against the heavy armor of several Breacher Suits and the advanced laser weapons. Other groups surrendered immediately. The Guwan Guard and the Hegemon made their way to the Scept where they were confronted by Lord Trikzara Sirax himself. After a brief argument Sirax stood down and refused to participate in the assault. As a consequence the Third Scept was sacked by the Hegemon and the Guwan Guard. High Priest Unzi himself was critically wounded in the attack that saw the destruction of countless priceless religious and historical artifacts. The building itself suffered heavy structural damage. By the end of the day several Lords swore to avenge the sacking and declared themselves to be in open revolt. By nightfall the Hegemony was once again teetering on the brink of a full scale civil war.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131234%7C On January 23rd] the Hegemon was meeting with loyalist Lords to discuss their strategy, with his sons Not&#039;zar Izweski and Kataphract Z&#039;krazk with him. During the war council the Hegemon began demanding increasingly harsh responses, at one point even calling upon Captain Xirac, present in the meeting holographically from the HMV Annihilation, to commence orbital bombardment of all cities with Lords that declared themselves against the Izweski. After a fierce argument and escalating tensions, Kataphract Z&#039;krazk drew his sword and killed his father before all those present. Not&#039;zar Izweski was then unceremoniously thrust back into his role as leader of the Hegemon as his brother was clad in irons. Even with the death of the Hegemon, the rebelling Lords refused to end the conflict and announced that they would only follow Not&#039;zar once again if he defeated the rebellion in open battle. &lt;br /&gt;
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= Not&#039;zar&#039;s Civil War (2462) =&lt;br /&gt;
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Thrust back into the position of Hegemon, Not&#039;zar was faced with a civil war due to his fathers actions. His own forces were disorganized, with loyal lords refusing attempts at centralization, and most of the lower nobility having defected to rebellion resulting in a critical shortage of officers. In an attempt to fix this, Not&#039;zar decreed that even the lowest members of the nobility, landed or otherwise, could serve as officers resulting in many Unathi from across the spur to return to Moghes to fight on the side of the hegemony. Others would return to fight on the side of the growing rebellion. As armies maneuvered, it was soon discovered that the rebellion would be decided in a single battle, the battle of four hills. Fought north of To&#039;ha&#039;dat, the battle was an intense struggle, but would see the loyalists prevail over the rebel forces, with a significant number of foreign-born unathi fighting within the battle. After the battle Not&#039;zar met with the leaders of the rebellion, and through skillful political maneuvering, managed a separate peace with the primary military leader of the rebellion, forcing a total capitulation of who remained. &lt;br /&gt;
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The civil war saw the consolidation of Not&#039;zars power, the growing acceptance of Diona augments, the dissolution of the Maraziite order, and the imprisonment of High Priest Unzi. It would mark the turning point for the Hegemony in the eyes of many, being seen as the last point in time where the Izweski could have been dislodged from their position as the Hegemon of Moghes, and their resulting victory a sign that they would remain where they are.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131324%7C  On January 25th] Not&#039;zar found that even within his own loyalist forces, patience for his radical ideas was strained. Lords rejected his attempts to centralize their forces and appoint officers from his Cadet Schools into the army. Due to mass defections by lower-nobility to the rebel side, this left Not&#039;zar&#039;s army with critical shortages in officers. Another option was implemented, allowing even the lowest members of nobility to become officers. This saw many Unathi from as far as Tau Ceti come to Moghes to fight on the side of Not&#039;zar, while others returned to fight on the side of the rapidly growing rebellion. Several battles broke out in these initial stages, with victories and defeats on either side. But the primary upcoming battle was at a site known as the Four Hills, which if lost by the loyalists would throw open the gates of To&#039;ha&#039;dat and Skalamar itself to the rebellion.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131402%7C  January 25th] saw ceremonial preparation for the Battle of Four Hills. Here Not&#039;zar, oversaw his assembly of Unathi and Vaurca warriors while across Moghes smaller scale battles were taking place.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131444%7C  On January 27th] the Battle of the Four Hills decided the civil war. After the intense struggle nearly saw the loyalist forces rout, and even after the near-death of Not&#039;zar in personal combat, the loyalists prevailed and routed the rebellion forces. The battle is historically significant for the large number of foreign-born Unathi who came to Moghes for the fighting. A large number of Unathi from Tau Ceti came, fought, and then retuned to their home Star System.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131587%7C  By January 28th] Not&#039;zar Izweski, met with the three leaders of the Rebellion: High Kataphract Zakeai, Lord Orezali, and Maraziite Chapter-Master Nu&#039;ghai. During the peace conference he skillfully divided the rebellion by tapping into the animosity between their leaders. He secured a separate peace with Lord Orezali, which reduced the rebellion&#039;s forces so significantly that they had no choice but to comply in turn. The consequences of the brief civil war were intense on historical, political, and sociological scales. It saw the consolidation of Not&#039;zar Izweski&#039;s power, growing acceptance for dionae augments and the becoming of Kizitaa - or &amp;quot;bonded ones&amp;quot;, or even Aut&#039;akh augments by maimed warriors, the deposition of High Priest Unzi and the dissolution of the Maraziite Order, the eventual loss of Gakal&#039;zaal by the Hegemony to the Democratic People&#039;s Republic of Adhomai, and a wider belief that the Lords were losing their ability to dislodge the Izweski from their position.&lt;br /&gt;
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= The Reign of Hegemon Not&#039;zar (2462-Present Day) =&lt;br /&gt;
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His victory in the brief civil war and quick consolidation of power made Not&#039;zars full ascension to Hegemon assured, as political maneuvers eased the transition and more formally esbatlished his authority. Immediatly after the surrender of the rebellion, Not&#039;zar presided over the trials of his brother, for murdering their father, and of High Priest Unzi, for the kidnapping of Yakt Izweksi. In both cases, the defendants were established to be guilty, with his brother Z&#039;krazki taking on the title of Guwandi, and High priest Unzi being exiled into the wasteland. At the conclusion the Trials, Not&#039;zar was seen speaking to Hizoni Razi several times, who had just been given broad powers as the Izweski Spymaster by Not&#039;zar.&lt;br /&gt;
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In the announcement for his coronation, Not&#039;zar promised to repair the image of Clan Izweski as honorable leaders, emphasizing his goal to take a more traditional style of rule compared to the times during his Reign as Lord-Regent. Following his coronation which took a large phsyical toll on the handicapped hegemon, the colony of Gakal&#039;zaal fell to rebellion due to the draconian actions of Overlord Yizarus. Due to his actions, including the execution of a pro-hegemony Tajara family, the overlord was stripped of all titles, and handed over to the people of Gakal&#039;zaal to do with as they pleased. The colony was written off by the Hegemony, and has since been under the tenious control of the Democratic People&#039;s Republic of Adhomai.&lt;br /&gt;
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The Hegemon then supported the Republic of Biesel in it&#039;s conflict against the Solarian 35th Fleet, before the Hegemony was struck heavily by the onset of the phoron scarcity. With emergency phoron reserves depleted, Not&#039;zar reigns over a Hegemony in dire straits, with a bulk of the navies best ships unable to travel interstellar distances, and Moghes undergoing a famine, with strict rationing in place to attempt to stave off widespread starvation for the time being. Smuggling runs rampant, with the Navy ineffectually running patrols to intercept smugglers. The Hegemony stands on a precipice, and only the spirits knows if it will fall.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=132442%7C  On February 10th] Not&#039;zar oversaw the trial of his brother. During the trial Not&#039;zar demanded that Z&#039;krazki justify his crime, and his obstinate younger brother refused to speak until mid-way through the trial. Z&#039;krazki&#039;s legal defendant, Advocate Miziak, was unable to persuade the emotional Not&#039;zar. The young Hegemon demanded that Z&#039;krazki take on the title of Guwandi and enter exile. This offer was accepted and Z&#039;krazki was escorted deep into the Wasteland.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=132681%7C  On February 16th] High Priest Unzi faced trial. During the trial the same questions were brought up on the relationship between the church and the state, and where each had authority over one another. Unwilling to concede, Unzi trapped himself into sharing culpability with the Iron Masks. In the end he was found guilty on all counts and exiled to the Wasteland. In addition Not&#039;zar was seen speaking to the azure Hizoni Razi, who only a year ago saved his life. Unknown at the time, the young noblewoman at that moment was being given broad power over the Hegemon Shadow Service as spymaster for the young Hegemon. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=134520%7C  On March 31st], Not&#039;zar Izweski made a speech for reconciliation and to repair the Izweski&#039;s image as honorable leaders, and emphasizing that he would be taking a more traditional kind of rule to placate the Lords. Hizoni Razi also spoke, herself announcing the formal coronation of Not&#039;zar Izweski as Hegemon in the next seven days.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=134918%7C  On April 7th] Not&#039;zar Izweski was officially coronated as the 68th Hegemon, and the 19th Izweski to have the title. The experience was exhausting for the physically handicapped nobleman as he had to wear heavy clothes and a lot of jewelry, but the image portrayed as a strong, calming presence to his citizens in the first publicly broadcast coronation further increased his approval with the public.&lt;br /&gt;
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=== The Fall of Gakal&#039;zaal (2462) ===&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=119676%7C  On August 15th], word came from the Hegemony colony of [[Gakal&#039;zaal]], a majority Tajara planet, the second son of Guildmaster Mj&#039;akurahur disappeared from their clan’s estate just outside the capital city of Zikala. The Guildmaster blamed the Tajara of the colder northern regions which had never submitted to the Hegemony. Overlord Makar Yizarus, relative of the famous Lord-Admiral Yizarus, swore retaliation for what was believed to be an abduction.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=119781%7C  But by August 17th], the story became even more complicated, turning from an abduction in the dead of night to a story of love, religious conviction, and the resistance many of the local Tajara felt to their Unathi overlords and the demands to convert to their so-called &amp;quot;liberators&amp;quot; religion.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=137401%7C  On June 20th] the colony of Gakal&#039;zaal was finally pushed over the edge. Overlord Yizarus&#039; continued floundering and brutal treatment of the natives had worn out the patience of of the local Tajara population, the Guilds he was exploiting, and even Not&#039;zar Izweski.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=137708%7C  By June 30th] the corruption and mismanagement prompted a more serious rebellion. Using guerilla warfare the Tajara rebels imposed significant casualties on the forces of Overlord Yizarus, who engaged in even more draconian punishments in an attempt to quash the movement.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=138172%7C  On July 15th] Overlord Yizarus was discovered to have been the mastermind of an elaborate ruse that saw the execution of a prominent pro-Hegemony Tajara family. In addition the Overlord had used a holographic projection claiming to be a moderately well known and honorable nobleman Shiassta to protect his own honor. Disgusted, Hegemon Not&#039;zar Izweski stripped Overlord Yizarus of his titles and all but granted Gakal&#039;zaal both autonomy and the right to do with Yizarus as they pleased if they caught him. Writing off the colony, Gakal&#039;zaal became an embarrassing stain on Not&#039;zar&#039;s proclaimed ability to integrate anyone within the Hegemonic system.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=139965%7C  On August 25th] Spymaster Hizoni Razi announced the conclusion of the investigation into the kidnapping of Yakt Izweski. It was revealed that an Izweski Citadel maid abducted the child and handed it over to the Maraziite Order. While the investigation did not settle the question on Unzi&#039;s involvement, it nevertheless proved to be the final blow in the Iron Masks&#039;s legitimacy, all but ending the Order entirely. At the same time the fate of Yakt Izweski was still undetermined, with the childs whereabouts still unknown.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=142913%7C  On November 22nd] Not&#039;zar Izweski announced that the Hegemony would be intervening in the conflict between the Republic of Biesel and the attacking Solarian forces. Summoning Kataphracts and levys, forces were assembled an dispatched to protect the fledgling star nation.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=143207%7C  By December 4th] the crisis had been resolved, but due to elaborate demands on how the Hegemonic forces should return to Tau Ceti, the withdrawl took a considerable length of time that resulted in hundreds of warriors being stranded in the star system.&lt;br /&gt;
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== The Phoron Scarcity (2464) ==&lt;br /&gt;
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The Hegemony was finally caught by the Phoron scarcity in 2464, resulting in an economic downturn followed by famine. Not&#039;zar pushed many reforms in an attempt to avoid total catastrophize, tigtening his control over the economy, demanding taxes from the guilds, instituting rationing and tapping Ouerea to become the Hegemonic food production center. These reforms managed to somewhat stabilize the situation, but greatly increased the influence of Hephaestus Industries, while decreasing the influence of individual guilds within the Hegemony. &#039;&#039;&#039;The exact consequences of this arc have not yet been revealed, stay tuned for more.&#039;&#039;&#039;&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/page/6/#comment-156281  On May 4th], the Master of Rivers for the Hegemony, Overlord Azui Hutay&#039;zai announced that the Hegemonies phoron reserves had finally depleted. The depletion of the reserves was an extreme danger to the economy, as it would become more and more difficult to ship goods manufactured or created within the Hegemony across the stars; The massive amount of exported goods from the Hegemony has been it&#039;s main source of revenue since first contact, and now the flow of credits into the nation had been cut off.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157225  On June 14th], it was announced by Lord&#039;s Claws Mizaruz Izweski that a large number of the navies galactic ships, including all three of the Cataclysm Class Super Dreadnaughts would no longer be able to travel interstellar, due to a lack of phoron to fuel their bluespace drives. The most advanced ships of the Hegemony were effected by this, and all ships above bulwark class were remanded to the the First and Second Fleet, who began to patrol the orbits of Moghes and Ouerea. The 4th fleet was created with all ships that could still go interstellar, and patrols the fledging Hegemonic colonies and borders.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/16716-mendell-city-bugle/?do=findComment&amp;amp;comment=157351  On June 21st], a string of announcements by megacorporations and their subsidiaries spelled out a general withdrawal from business within the Hegemony, and with Hegemonic Guilds citing unfriendly practices and difficulty transporting goods due to the Hegemonic tariffs and guild system. The only two companies not to withdraw from business with the Unathi were Hephaestus Industries and Orion Express.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157453  On June 24th], the Hegemon, with the Master of Rivers, announced their response to the withdrawal of megacorporations that had happened the following week. The response was an reform to the tax system, centrally the introduction of a flat guild tax that must be paid by guilds of the Hegemony, the establishment of a sales tax within the Hegemony, and the raising of tariffs. Secondarily, colony worlds were no loner allowed to transport goods directly from their ports, all goods must first go through the Moghes Orbital docks. The sales tax is also double on all colony worlds. In addition, mining operations began on Chantrell, the Moon of Moghes, with 1/3rd of the lands being given to Hephaestus as payment, and the other 2/3rds being put up for auction. The guilds generally despised these reforms, with only Hephaestus Industries praising the Hegemon for his wisdom.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157739  On July 13th], a joint report was released by the Fishermen&#039;s, Medical, Hunters, and aquaculture guilds of the Hegemony. The report stated that due to the scarcity making it near impossible to import enough food foodstuffs, and the issues of food production post-contact war, the Hegemony would soon be facing a full on famine as food stocks after the next harvest would only be enough to feed roughly three-fourths of the population. The report then went on to propose a solution, strict rationing under the Hegemon himself could hold over the Hegemony without widespread starvation, while food production is massively expanded on the Ouerea.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157872  On July 19th], a ship carrying smuggled goods was seized in the city of Tzonia. The goods were high end electronics, and the smugglers, mostly human, were intent on selling their goods without paying tariffs or enforcing the sales tax required by the Hegemon. The seizure illustrated a larger issue, where populations who before had easy access to high-end off world goods, primarily the urban nobility, wishing for a return to their pre-scarcity quality of life, regularly purchased smuggled goods. As a response, the Hegemonic Navy announced it would dedicate those ships unable to go interstellar to fighting smugglers.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=158061  On July 26th], a Aut&#039;akh community was discovered being used as a smugglers base in Raizr. The community was using profits from their illegal operations to purchase high-end prothesis and electronics from the wider spur.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=158210  On August 2nd], the results of the Hegemonic Navies attempt to combat smuggling were revealed. Due to the ships used in the attempt being incredibly large, and only able to utilize subspace engines, as well as tactics practiced by the Hegemonic navy, very few smugglers are intercepted. Most use small atmospheric shuttles who land in the wasteland, outside the reach of any city Watchmen. Those selling smuggled goods also began to use mobile shops, slipping into cities to sell their goods, before ducking back out into the wasteland.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=158446  On August 9th], the Hegemon official announced a policy of food rationing over the radio. Ouerea had agreed to terms setout by the Hegemon, having it&#039;s colony taxes and tariffs revoked, as well as assurances those working on Ouerea will be majority Ouerean in return for becoming a food production powerhouse within the next year. Stealing food became a extreme crime, punishable by up to 15-20 years of hard labor. Rationing will work by having every clan register themselves and all their members with a local representative of the Hegemon, who oversees the distribution of food. Clans will pick up their food together, with each member being given a card with their photograph containing dates for pickup and type of food.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=26750</id>
		<title>Unathi Recent Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=26750"/>
		<updated>2022-09-10T21:34:51Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
A brief summary of the storyline for the [[Unathi]] is here.&lt;br /&gt;
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== Unathi Enter the Bluespace Age (2457)==&lt;br /&gt;
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Technically spacefaring, the Hegemony never had time to build a fleet before the Contact War caused Izweski attention to collapse inwards. But in June of 2457, all of that changed. By inviting Unathi raiders from all across the galaxy to return to Moghes and swear fealty to clan Izweski in exchange for amnesty, Hegemon S&#039;kresti managed to assemble a small fleet of warships. This fleet would be used to force the Solarian Alliance and Nralakk Federation to the negotiating table by taking Qukala marines prisoner. The negotiations would see the peaceful transfer of the colony world Ouerea to the Hegemony, marking the end its joint administration by the Alliance and Federation.&lt;br /&gt;
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On June 2nd the [https://forums.aurorastation.org/viewtopic.php?p=26210#p26210|Hegemon S’kresti Izweski announced amnesty for all Unathi raiders in the galaxy] if they came to Moghes and swore fealty. Several ships accepted the call, and overnight the Unathi had a small, rag-tag fleet that began to grow in size.&lt;br /&gt;
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[[File:FirstCataclysm.jpg|thumb|One of the first vessels to answer the call, the HMV Cataclysm became a namesame for the later class of super-dreadnaught.]]&lt;br /&gt;
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On June 3rd the [https://forums.aurorastation.org/viewtopic.php?p=26334#p26334|NanoTrasen frigate NMV Daedalus was attacked and destroyed by an Izweski vessel], which rammed it and boarded it to seize the ship and crew before scuttling the ship. In retaliation NanoTrasen completely shut down their infrastructure in Uueoa-Esa space. Within hours Uueoa-Esa had lost the majority of satellites, shuttleports on the surface shut down as the human staff left, and the bluespace gate for the system itself was shut off.&lt;br /&gt;
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On June 4th the [[Sol Alliance]] the Prime Minister &#039;&#039;&#039;Michael Douglas&#039;&#039;&#039; held a speech condemning NanoTrasen&#039;s response to the Unathi crisis. Immediately after the speech there was a vote of no-confidence, ousting the Prime Minister, his cabinet, paralyzing SolGov and [https://forums.aurorastation.org/viewtopic.php?p=26597#p26597| making it hard to respond to the seizure of a NanoTrasen telecommunications satellite in orbit of Moghes.]&lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=27318  On June 23rd] Hegemon S’kresti Izweski used a seized NanoTrasen t-comm satellite to broadcast his agenda of expansion for the Hegemony, as well as demanding the return of the Ouerean colony back to Unathi officials. Ouera was jointly administered by the [[Nralakk Federation]] and [[Sol Alliance]] at the time, who originally ignored the demands. Nralakk even warped four extra frigates in orbit of Ouerea to ensure the safety of its citizens on and around the planet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=28422  On July 5th], Hegemonic Fleets jumped into Ouerea orbit. They fired a broadside across the bow of several Federation ships, in order to notify them of their presence. Hegemonic forces would then announce to the Federation that several Qukala marines had been taken prisoner by the Hegemony. These prisoners were essentially used as hostages to force the Federation and Alliance into negotiations for the planet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=28529  On July 7th] newly elected Alliance Prime Minister Chater announced he was ceding Ouerea to the Izweski, deeming the planet not worth the loss of lives in an actual conflict. This lead the Hegemon to name &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039; as Overlord (King) of the planet. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=29205  On July 12th] Nralakk ceded all claims the planet in exchange for all Skrell prisoners being returned, and the opportunity to evacuate any skrell who wished to leave Ouerea.&lt;br /&gt;
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[[Hephaestus Industries]] was [https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=29862  quick to swoop in and fill] in the void left by a withdrawn NanoTrasen. On the 19th of July they announced a partnership with the Hegemony, and laid the groundwork for a tightly woven relationship between the Hegemony and the mega-corporation.&lt;br /&gt;
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=== The Cataclysm (2458) ===&lt;br /&gt;
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The construction and sabotage of the first Dreadnaught, the HMV cataclysm. Following it&#039;s sabotage, the amnesty fleet would go undertake it&#039;s first real military operation, fighting the pirates of Izharshan&#039;s Raiders. While the raiders were not destroyed, the expedition was generally considered a success; Izharshan was killed by Hegemonic forces, and his pirate fleets severely damaged. The operation would cement Lord-Admiral Trazial Yizarus as a popular war-hero, and give him influence above his station for years to come.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/#comment-49876 On February 13th], the galaxy&#039;s first Super-Dreadnaught was launched by the Hegemony thanks to a partnership by Hephaestus Industries. Hephaestus had helped kickstart the orbital industry around Moghes needed for the project. It was a warship of then-unrivalled size, and used the Hegemony&#039;s unorthodox naval strategy of close quarters naval combat and shock tactics, bristling with heavy weapons and a reinforced frontal ram. Lord-Admiral Trazarial Yizarus, an older establishment nobleman, was granted the vessel as his flagship for a new future fleet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=49956%7C  That same day], the launch of the HMV Cataclysm was mired by an act of sabotage of the ship&#039;s second Supermatter core. The attack killed just over a hundred Unathi and the ship was critically damaged before its maiden launch. The Chief Engineer of the superdreadnaught, Yiazar Tsaera, was murdered in his office by a Guwan infiltrator that had been on the vessel as a janitor.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=50114%7C  On Febuary 14th] the culprit was captured and interrogated, he revealed himself to be working for [[Unathi_Piracy#Izharshan&#039;s_Raiders | Izharshan&#039;s Raiders]], a pirate group that mainly operates within the territory of the Hegemony. The hegemony would retaliate with a large military operation, with the overall goal to be the capture or death of Iklex Izharshan, the leader of Izharshan&#039;s Raiders. Many Raider ships were captured or destroyed, and several of his lieutenants and crews were captured as the Hegemony raided forward operating bases. Those captured by the Hegemony would go onto be punished; officers were executed on the order of Lord-Admiral Yizarus, and crews were sentenced to lifetimes of hard labor.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=51582%7C  On Febuary 29th], the turning point of the expedition came. Sinta who had joined the Hegemony&#039;s &#039;amnesty navy&#039; under the command of &#039;&#039;&#039;Captain Zyuiz Sitraz&#039;&#039;&#039;, conducted a massacre against a Raider occupied station just outside of the Hegemonies borders. The station was home to not only the Raiders, but members of their families, primarily women and children. Ignoring hails from the station and requests by the inhabitants to be allowed to surrender, Sitraz and his men indiscriminately cleared the station, leaving no survivors. For his crimes, he was personally condenmed by the Hegemon and accused of Abhorrent Dishonor. He fled the Hegemony before being arrested.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=53001%7C  On March 15th], Ilkex Izharshan was killed when the Hegemony raided a well defended asteroid base just outside of the Hegemonies territory. The Hegemonic Navy was led to the base by tracking a damaged raider ship carrying a supply of Phoron. The assault was led by Lord-Admiral Trazial Yizarus, as his brother was battling a seasonal sickness. Ilkex was killed on the bridge of the base when several hegemonic warriors threw frag grenades into the room. This also marked the end of the Hegemonic Navy&#039;s first true military operation, which they completed rather well. It is seen by many as the day the Hegemony became an equal player within the Badlands.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=53584%7C  By March 19th] the repairs to the HMV Cataclysm were completed, and the ship was re-launched to much fanfare. It joined the 1st Fleet, commanded by Lord-Admiral Trazial Yizarus, and became the fleet&#039;s flagship.&lt;br /&gt;
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== The Succession Crisis (2458)==&lt;br /&gt;
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In 2458 the Heir to the Hegemony, Yakt Izweski, would suddenly perish in a shuttle crash on Moghes. As a result, the line of succession shifted to Not&#039;zar Izweski, who was seen as a weak and undesirable heir. Following the funeral of his son, Hegemon Sr&#039;kresti became recluse, locking himself away in the Izweski Keep eventually falling into a coma. This left a power vacuum within the Hegemony, leading to S&#039;linzar Ickza, a son in law of the Hegemon, declaring himself Regent with the support of many powerful vassals. Eventually, Not&#039;zar challenged S&#039;linzar to single combat for the throne, triumphing by utilizing a large skrell made exosuit. &lt;br /&gt;
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=== Death of Heir Yakt: Rise of S&#039;linzar ===&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=57849%7C  May 6th, 2458] will forever mark a turning point in the Hegemony&#039;s history. Hegemon Heir Yakt Izweski along with his wife Asalizathi and 4 other passengers were killed when a private shuttle crashed in the mountains just north of To&#039;ha&#039;dat. According to sources within the Moghean Shuttle Service Authority they received a distress signal from the shuttle&#039;s pilot. The pilot had declared an emergency after its engines failed at 45,000 feet from an unknown malfunction. His death decapitated the Izweski&#039;s succession plans. The prince was the epitome of Unathi ideals, being a warrior-poet who strengthed the Izweski clan through a powerful marriage alliance with the Ackza clan through his wife.&lt;br /&gt;
His death left as heir the undesirable Prince Not&#039;zar Izweski, 20 years old at the time and second oldest child to the Hegemon and his First Wife. The physically handicapped and unassuming Unathi was never expected to achieve anything, and most people skipped over him to focus on his younger brother Prince Z&#039;krazki Izweski who was 16 at the time. Z&#039;krazki was seen as the same sort of robust, strong-headed Unathi that his eldest brother and father were.&lt;br /&gt;
It also left in a powerful position Lord S&#039;linzar Ickza&#039;, 25 at the time. He was brother-in-law of the late Heir and Son-in-Law of the Hegemon after marrying the 19 year old Rzasul Izweski. He personally commanded the Ickza Levee forces, which fought extensively alongside Izweski forces under his late father in the Contact War. Many of their forces were tragically lost, including Slin&#039;zar&#039;s father, in the nuclear exchange but the Ickza continued to be a dominant force in the Hegemon military as its leading officers and a sizable portion of the Moghean levies.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=58087%7C  On May 8th], S&#039;linzar saw his chance after the sudden loss of the Hegemon. During the funeral of his lost son, Hegemon S&#039;kresti, already having experienced the trauma of living through a nuclear apocalypse that saw him lose friends, family, and almost his entire civilization, became inconsolable upon seeing his son buried. Following the burial the Hegemon cut off all contact and resigned himself to his quarters in the Izweski Citadel, not leaving his bed. His doctors soon found the grief and major depressive episode had caused the Hegemon to fall into a coma.&lt;br /&gt;
After losing their heir and then immediately losing their Hegemon, a power vacuum was ripped wide open in the Hegemony. Immediately power players made moves to seize the ultimate prize. Faster and savvier than the others, S&#039;linzar Ickza unilaterally declared himself Regent and immediately gained support of powerful vassals.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=58568%7C  By May 11th] S&#039;linzar attempted to purge his enemies and uplift his loyalists, but hit a roadblock in the form of Lord-Admiral Yizarus. After purging and sidelining large elements of the upper nobility in government, Lord-Admiral Trazarial Yizarus was also given a letter of retirement ordering him to cede authority of the 1st Fleet which is still withdrawing from operations in the Frontier.  Lord-Admiral Yizarus announced that he would refuse to abide by the letter, and that he would continue to operate the fleet, which accounts for almost half of the orbital navy of the Hegemony. The Yizarus clan and its direct vassals remained the majority of officers in the young Hegemon Space Command, whereas the Ickza and their vassals dominated the politics and manpower of the army of Moghes and Ouerea.&lt;br /&gt;
Lord-Regent Ickza responded by threatening to brand Lord-Admiral Yizarus a traitor, forcefully stripping him of his titles and lands. Complicating the matter, Lord-Admiral Azikyui Yizarus, Trazarial&#039;s brother, commanded the 2nd Fleet which had just returned to the orbit of Moghes. Azikyui did not give any statements on his position and the 2nd fleet went silent, refusing hails from both the Moghean Space Command or the 1st Fleet&#039;s hails. Lord-Admiral Yizarus demanded his brother defy the Lord-Regent while Lord-Regent Ickza has sent demands for Azikyui to detain his brother and seize control of the 1st Fleet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=59300%7C  Following this on May 19th], S&#039;linzar doubled down on his attacks against Not&#039;zar Izweski and his immediate family. Not&#039;zar had just went to diplomatic summit in Tau Ceti to meet emissaries from the Jargon Federation, seeking recognition for his own claim from the [[Jargon Federation]]. Ickza visciously mocked and attacked the young Prince for this move, trying to discredit him by painting him as a pawn of xeno powers in words that quoted the famous &#039;false smiles and unknowable minds&#039; line from King Don&#039;zai Azarak and his Firebrand Summit of 2437.&lt;br /&gt;
Following this maneuver, the Overlord of Ouerea declared his support for Ickza. This also caused Azikyui to break his fleets silence and declare himself for Ickza. It seemed evident to all that Not&#039;zar&#039;s only choice was to either formally abdicate to Ickza or rally his existing forces and seize his claim by force, plunging the Hegemony into a brutal war of succession that would forever prevent them from reversing the spread of the Wasteland, and potentially ending Unathi&#039;s chance for civilization entirely.&lt;br /&gt;
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=== Defeat of S&#039;linzar: Rise of Not&#039;Zar ===&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=60030%7C  On May 27th], Not&#039;zar Izweski showed his grasp of intrigue and political acumen by taking a third choice. Having been secretly shuttled to the Cataclysm, Not&#039;zar Izweski broadcast a speech in which he challenged S&#039;linzar to a duel of personal combat. He antagonized Ickza&#039;s pride by declaring he&#039;d spare his in-law upon his defeat. Publically challenging Ickza before all Unathi and having such self-confidence in his own victory manipulated Ickza into immediately accepting at risk of losing face. The key in Ickza&#039;s response was that Not&#039;zar, who was known to be physically handicapped, could &amp;quot;choose whatever weapons and armor he can walk to the field with.&amp;quot;&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=61473%7C  On June 16th], the duel of personal combat marked a stunning reversal in Ickza&#039;s trajectory. The duel was conducted that morning with Lord Regent S&#039;linzar arriving outside the Izweski Citadel, the capital of the Hegemony and personal castle of the Izweski family, in a Mk II Class Breacher Suit taken from the Izweski personal armory. The duel was taking place in the courtyard of the Izweski Citadel with the ramparts filled with various members of the Hegemony nobility. Many were encouraged by the self-assured Slin&#039;zar to take the victor as the legitimate and legal heir to the Hegemony.&lt;br /&gt;
Not&#039;zar was allowed by the terms of the duel to arrive with whatever weapons and armor he could personally carry, and it&#039;s believed that this loophole was exploited as a reason for his dramatic entry in a large skrell-made mech.  The mech&#039;s use in the duel was not known until it departed from a shuttle that had landed just outside the citadel walls. The shuttle itself had embarked from the HMV Cataclysm, which had jumped in orbit above the capital city despite protests from Moghean Space Command and threats of retaliation from the nearby 2nd Fleet. The duel continued despite the surprise of Lord-Regent S&#039;linzar but was quickly ended when Not&#039;Zar fired a series of ion bursts that disabled S&#039;linzar&#039;s Breacher Suit and depleted its charge. Lord-Regent S&#039;linzar was them asked to surrender and keep his life and nominal titles, and the offer was accepted.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=63874%7C  On July 2nd 2458], Not&#039;zar Izweski ascended to Lord-Regent and the formal heir of the Hegemony during an official coronation ceremony in which he laid out his vision for the Hegemony&#039;s future. Not&#039;Zar Izweski gave an extremely controversial speech to the assembly.&lt;br /&gt;
Following this speech thirty-eight of the assembled delegations staged a walk out. The fifty-three remaining Lords and Ouerean Overlord Tarkart Yiztek reportedly had extremely mixed reactions to the speech, with several instances of fighting and heated arguments between the assembly. This fierce disagreement would be the norm for the next years of Not&#039;zar&#039;s reign as the young prince tried to steer the Hegemony into a new future.&lt;br /&gt;
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== The Rise of the Iron Masks (2458)==&lt;br /&gt;
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Using the fire of religious tensions and superstitions, the Izweski Court Chaplin, soon to be High Priest Unzi, seized power over the church of Sk&#039;akh. He formed the Maraziite Order, otherwise known as the Iron Masks, a religious police force who had authority throughout the Hegemony. High Preist Unzi&#039;s paranoia would see this force used to target thousands of Sinta, eventually attempting to target Clan Izweski themselves. The Maraziites would lay siege to the Izweski Citadel, attempting to assault it several times but being repelled, until negotiations between Not&#039;zar and Unzi reached a peace, with a compromise between the Hegemony and church of Sk&#039;akh.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=67539%7C  On September 24th] news came out about a feudal Lord on Ouerea that had been arrested by his Watchmen, on accusations of black magic. Originally elected as the city mayor before Ouerea was returned to the Hegemony, he had been serving as its feudal Lord since only 2457. This incident was originally thought to be a minor incident that was embarrassing for the landed nobility for twin reasons: the fact there was a revolt against a landed Lord at all, and that it made the Unathi look incredibly superstitious and backwards to the galaxy. However this soon became known as the first incident in the coming occultist panic that would see the rise of a powerful new political player in the Hegemony: High Priest Unzi.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=67956%7C  September 20th] gave another warning sign when Ouerea officially banned conducting seances without a license. But November 11th is often considered the true birth of the panic and the origin of the Iron Masks. Yizra Unzi, a Sk&#039;akh priest with a prestigious but ceremonial title as the Izweski&#039;s formal chaplain and priest, reveale alleged evidence of unprecedented infiltration of Hegemony society by what he called &amp;quot;Occultist influences&amp;quot;. The investigation sparked immense alarm across Uueoa-Esa as mass panic gripped nearly every major city. Not&#039;zar Izweski tried to appeal for calm and to caution against superstition, but this was futile as powerful elements of the nobility, the general public, and even extended members of the Izweski clan itself had already called for a broad and unprecedented growth of the power of the Sk&#039;akh church.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70116%7C  By November 14th] this broad coalition allowed Unzi to unilaterally name himself the head of the Sk&#039;akh Church. This same day he created an armed inquisition called the Maraziites, or the Iron Masks recruited from the pools of Warrior Priests or hired from the ranks of civilian Watchmen. This religious police was unilaterally granted unrestricted jurisdiction across Hegemonic space and supremacy over civilian courts. The Order was granted authority to put accused cultists before trial in the new High Court of Tranquility, which would punish Unathi with exile or even death. Despite these reforms being extremely illegal, Not&#039;zar Izweski did not have the power base necessary to resist without his attempts blowing up in his face.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70159%7C  Going into the rest of November], the Maraziites ruthlessly targeted enemies of the Church. Consolidating power incredibly quickly, Unzi began targeting Unathi outside the original documents. In an ever-expanding web of &amp;quot;occultists&amp;quot; and &amp;quot;daemonic influences&amp;quot; the High Priest began to see enemies everywhere, until his eyes settled on the biggest threat of them all.&lt;br /&gt;
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=== Defending from the Cult Menace and the Failed Coup ===&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70345%7C  November 23rd] was the climax of the Maraziites rise. It saw the Orders sudden siege of the Izweski Citadel. The Order accused Clanmother Rak&#039;ta of the Izweski Clan of practicing black magic on the comatose Hegemon. Iron Masks attempted to breach the citadel but were repelled, and a 5-day stand-off ensued. The Lord that ruled Skalamar, Trikzara Sirax, attempted to attack the Maraziites using his forces in the city but was deterred by Not&#039;zar Izweski who wanted to avoid the situation escalating. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70518%7C  On November 28th], At the end of the 5th day there was a dramatic battle that saw the Maraziites try to actively break down the walls of the Citadel but they were unsuccessful. Following the defeat, High Priest Unzi agreed to meet with Not&#039;zar Izweski. The two of them crafted an agreement that would compromise power between the Sk&#039;akh Church and the Izweski Clan. While this avoided bloodshed, the agreement is also seen as a formal acknowledgement of High Priest Unzi&#039;s legitimacy in his new role. &lt;br /&gt;
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= Not&#039;zar&#039;s Rule is Tested (2459) =&lt;br /&gt;
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== The Arrival of Vaurca ==&lt;br /&gt;
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The arrival of the K&#039;lax Hive in their massive hiveship saw the Hegemony adopt them into their empire, granting them the world of Tret. Their Queen would be named overlord of the planet, and become another vassal of the Izweski. The hive would then go on to act as Not&#039;zars private army in many disputes, and some K&#039;lax unbound even being named to the Admiralty.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=73412%7C  March 9th], saw the arrival of one of the major Vaurca Hives. The object was colossal, with long range scans showing it to be almost 28 kilometers in length where the Cataclysm was just under a single kilometer in length.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=73557%7C  March 13th] revealed that after originally being incredibly alarmed and fearing conflict after an error in translation, which saw the mobilization of the Hegemony&#039;s armed forces, the Vaurca were soon revealed to be seeking refuge.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=73718%7C  On March 17th] Not&#039;zar Izweski allowed them to settle on the small world of Tret within the Uueoa-Esa system. He named their Queen Overlord of the planet and vassalized the K&#039;lax&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=105501%7C On November 15th, 2460], a Vaurca named Za&#039;Akaix&#039;Xitac Klax achieved the rank of Admiral within the Hegemony&#039;s Navy. Xitac had shown consistent talent and promise since 2459, and in May, in the season of Versakh, he was tapped as the potential leader of the growing 3rd Fleet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=126795%7C On December 4th, 2460], the new 3rd Fleet of the Hegemony received its flagship: The HMV Annihilation. The Cataclysm-class warship differed significantly from its sister-ships. Its main focus was a heavy compliment of stike-craft: bombers and fighters that used the vessel as a carrier. The Annihilation would be the flagship of the K&#039;lax Admiral Za&#039;Akaix&#039;Xitac Klax.&lt;br /&gt;
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== The Restoration of the Kataphracts ==&lt;br /&gt;
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Not&#039;zar would restore the [[Izweski_Nation # Feudalism | Kataphract Order]], warriors who swear allegiance only to the Hegemony rather than specific clans. Some of his appointments would see backlash from other lords. More information can be found [[Izweski_Nation # Feudalism | here]].&lt;br /&gt;
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[  On April 26th], Not&#039;zar announced the resurrection of the Kataphract Order. Not&#039;zar included in this resurrection the new titles of High Kataphracts who would be held up as paragons for the entire species. The First High Kataphract was Saa Yui’zai of Clan Timzula. The second was Lady H&#039;zala. Her appointment broke convention and upset many traditionalists, and only came after she went through an arduous series of [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113262%7C  trials] and [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113356%7C  quests] not required by her male peers before her eventual [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113632%7C  success].&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113759%7C%7C  On May 4th], the next High Kataphract was a hero of Youthstone, Ozal’kai Zizae.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113759%7C%7C  On May 25th], it was revealed that Zizae was a fraud. He was a Guwan who had taken his deceased brother&#039;s name in order to fight in the war. Upon this discovery there was little leniency offered; Not&#039;zar Izweski stripped him of his title and he was imprisoned.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=115854%7C  On June 10th], he was allowed to have his name restored as his status as Guwan removed. However he still had to embark on a quest given by the Lord-Regent with only a ship, a spear, and a laser rifle. Only by completing this quest would he be allowed to return fully into the fold of his Clan.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=115696%7C  On June 7th], Za’Akaix’Ziza K’lax became the first K&#039;lax Kataphract. The medical doctor had been tending to Wastelanders deep in the desert when raiders came and stole supplies and kidnapped a patient. Ziza then later went on a quest to attack the raiders at their camp and liberate his patient and the stolen medical supplies. He was lauded as an exemplar example of the Hegemony&#039;s ability to bring non-Unathi into the fold of heroism and honor.&lt;br /&gt;
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== The Hegemonic Assembly ==&lt;br /&gt;
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A assembly called by Not&#039;zar in the city of New Skamander, during which the primary issue was the direction the Hegemony would take, and it was decided that the Hegemony would undertake a massive terraforming effort on Moghes, in an attempt to fix the wasteland. Secondarily, it was also used by Not&#039;zar to limit the power of clans.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=77628%7C  On July 8th] Not&#039;zar Izweski called an assembly to determine the future of Moghes and the Hegemony. With limited resources, the three choices were to either invest in terraforming Moghes, invest in expanded territory and resources through conquest, or abandon Moghes and relocate the Sinta people to Ouerea. The K&#039;lax Queen was also in attendence as a delgate. In the end, despite a heavily militarist bent, the Assembly decided to invest in repairing the environment of Moghes. Heavy industries and a massive investment in terraforming equipment was made. But at the same time, Unathi who had for decades made a home in the Wasteland were now being evicted by the Izweski Hegemony and their lands seized. It was a bitter reminder to those who still remembered how the Izweski had done this all before, but this time there was no unified force to resist them. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=80525%7C  On August 28th], four weeks later, Not&#039;zar Izweski announced a decree that provided token protection against the practice of Clans branding someone as a Guwan. The new law required an imperial court to brand someone a Guwan, and not a Clan Leader. This antagonized traditional elements of Unathi society, with Not&#039;zar facing intense criticism at what many Lords and Clan Leaders called an arbitrary seizure of power.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=82319%7C  On September 26th] Not&#039;zar faced a reprieve. The Wasteland experienced its first rainfall for 20 years. The moment marked a tremendous moment of jubilation within the Hegemony as a sign that the investments in terraforming were already bearing fruit. The day was so celebrated that September 26th became known as Restoration Day.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=83856%7C  October 21st]saw strange news that foreshadowed either the arrival of the Aut&#039;akh or the long history of occultist powers. The Hegemony Guild Of Xenoarchaeology announced a startling find: an ancient temple pre-dating Sinta&#039;Unathi civilization. Master K&#039;arzl, a prestigious xeno-archaeologist, conducted an expedition into the deep cave system that housed the temple. The Iron Masks, antagonized by the spiritual threat they claimed the temple possessed, had a scuffle with the Master and then sealed the caves leading to the temple.&lt;br /&gt;
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== The Return of Clan Ickza (2459) ==&lt;br /&gt;
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Due to the ascension of a peasant admiral to the command of the 2nd Fleet, several lords announced they would be refusing Levy services to the Hegemon, causing half the army of Moghes to disappear in a single day. These lords were led by Czia Ickza, who had taken control of the clan following the defeat of S&#039;lzinar in 2458. Not&#039;zar would call upon the K&#039;lax of Tret to supply him with warriors, of which he was granted ten thousand, and use them to lay siege to the Ickza ancestral estate. The discipline of the Vaurca and their alien appearance caused panic within the Ickza levy, leading Not&#039;zar to force a capitulation without battle. Czia would become a hostage of the Izweski, and Not&#039;zar gained incredible control over the military system of the Hegemony.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=84547%7C  On November 3rd] The second Superdreadnought HMV Catastrophe was launched from an orbital dockyard. An elaborate ceremony in Skalamar, Lord-Regent Not&#039;zar officially named Oyuti Gour&#039;zai Admiral of the 2nd Fleet and Captain of the Castastrophe, taking the place of the retiring Lord-Admiral Azikyui Yizarus. Oyuti was the first one of the officers that graduated from Not&#039;zar Izweski&#039;s Imperial Academy that was training officers exclusively loyal to the Izweski rather than the many feudal Lords. Following Azikyui&#039;s public support for a pretender and rival to Not&#039;zar Izweski, none were surprised by his being replaced. But many were shocked to see Lords passed over in favor of someone they saw as a peasant. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=84790%7C  On November 7th] this immediately saw a retaliation from the many Lords, they announced that they would be refusing their Levy services to the Hegemon entirely. Just over half the army deployed across Moghes disappeared over a single day. The move caused incredible antagonism between Oyuti and the nobility, with Oyuti boldly echoing Yizarus&#039; statement during the Succession Crisis that any attempt to take his fleet would have to be done via force. Bizarrely to many, rather than wade into the middle of the dispute Not&#039;zar Izweski left on a shuttle to the K&#039;lax planet of Tret. The reason for this soon became clear.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=85128%7C  On November 13th] Not&#039;zar Izweski landed four miles north of the Ickza&#039;s ancestral estate with over 10,000 Vaurca warriors. Taking his new K&#039;lax levy on the march, Ickza soldiers abandoned their posts and even villages fled rather than face these strange aliens. The Vaurca played up their strange customs, moving in complete silence and with a discipline unknown to any major galactic species, and partaking in no violence. They ended up taking up positions near the Ickza&#039;s ancestral castle.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=85445%7C  On November 19th] the bizarre stand off around the Ickza&#039;s ancestral home came to an end. The Ickza requested their own vassals answer a summons to rally an army of their own but many of the Ickza&#039;s lower vassals refused the summons. The Ickza ended up with a force of 2,500 Sinta surrounded by the tens of thousands of Vaurca. The Vaurca remained completely silent and unmoving for hours and hours on end during the stand-off as Not&#039;zar negotiated with the Clan-Leader Czia Ickza nearby. By nightfall on the 17th the Unathi forces, wearing full combat gear and holding melee weapons or rifles, were becoming exhausted after standing in place for 13 hours. The commanders refused to let anyone move until the sun began to set on the next day. By this time the Ickza&#039;s levy-men had gone nearly 40 hours standing in place with no food or water and many collapsed in place from exhaustion. Ickza commanders then finally signaled all the formations to break up and return to their camp. It was then that the Vaurca&#039;s entire force, suddenly took two steps forward, startling the Ickza forces. The sudden short advanced the entire Ickza army routed from the field.&lt;br /&gt;
In the end Czia Ickza agreed to return to the Izweski Citadel as a hostage while Not&#039;zar took direct control of all the Ickza&#039;s lower vassals. With the leaders of the short rebellion defeated, the general strike dissolved and by December Not&#039;zar now enjoyed a much greater control over the military than before. &lt;br /&gt;
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= The Discovery of Wasteland Diona (2459-2460) =&lt;br /&gt;
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Late in the year, a Diona Gestalt was discovered within the wasteland. Using it&#039;s ability to absorb radiation as food, the Gestalt had brought down cancer rates and radiation sickness dramatically, leading for the local shaman to declare the Diona a blessing from the ancestors. Hegemonic scientists swarmed the site, conducting studies on the Gestalt, before Th&#039;akh shamans spirited the Diona away, declaring the studies to be too invasive. The Sk&#039;akh church then met with the Shamans, and after discussion, agreed that the Gestalt was holy, leading to pressures against the Hegemony. This combined pressure would see a recall of all the Hegemonic Scientists, and the declaration that Diona are a scared species within both churches. The wastelanders however would take this to another level, merging diona with their bodies in a symbiotic relationship, which is viewed with revulsion by the wider public, save for the Sk&#039;akh church who condone the practice.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=86207%7C  On December 3rd] it was discovered that a Dionae Gestalt had somehow found its way into a Wasteland community. It had given itself the name The Silent Friend Embracing The Weeping Souls In A Blanket Of Purity And Love. Over the time it had been there it developed a relationship with the local community. Using its natural ability to absorb radiation, the Gestalt brought radiation sickness and cancer down dramatically. The shaman of the local village had declared the dionae a blessing from the Ancestors intended to protect them and had persuaded the villagers to bring it regular tribute of food and water. However Hegemonic scientists swarmed to the small town to conduct invasive studies on the Gestalt. Objecting to this, Th&#039;akh shamans helped the dionae escape the scientists. After retaliating with arrests and an extensive manhunt the Sk&#039;akh Church came to meet with the shamans. The two faiths found a common respect for the gestalt. In a rare moment of cooperation, the Church and the shamans both pressured the Izweski to call away the scientists and allow the dionae to live with the village in peace. This incident marked the first of the growing relationship between Unathi and the Dionae.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=88283%7C  On January 15th] this would evolve into Dionae being declared sacred.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=128514%7C  On December 22nd] news came out that Wastelanders had created a ritual where they merge dionae nymphs with their body, forming entire new limbs. Originally it was believed it was a parasitic relationship and was immediately condemned by many religious and civil authorities.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=128882%7C  By December 28th], discussions with the Unathi in question with religious leaders had the Sk&#039;akh Church and many shamans reconsider it a symbiotic relationship. The Sk&#039;akh Church went so far as to condone the practice. Despite this, the public&#039;s views on the matter would continue to be dominated by revulsion.&lt;br /&gt;
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= The Year of Chaos (2460) =&lt;br /&gt;
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== Rumbles on Ouerea ==&lt;br /&gt;
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Starting as a protest against Hephaestus Industries, civil unrest would eventually spiral into full-blown rebellion on Ouerea, with demands to abolish feudalism, end taxation, and the return of a democratic government. Overlord Yiztek responded with a brutal crackdown of the rebellion, causing most of his levymen to abandon him and join the rebels. The rebellion swelled in power, seizing nearly all major cities save for the capital, arresting members of the nobility and ransacking estates. With the situation dire, Not&#039;zar would arrive on Ouerea, and begin to negotiate with the rebels against the advice of the Overlord. While negotaitions were ongoing, the overlord would kill many rebel negotiators, forcing Not&#039;zars hand, causing the Guwan Guard to storm the capital and arrest the Overlord, who was then branded Guwan and exiled to the wasteland. The rebel army accepted Not&#039;zars terms for peace, which led Ouerea to become a democratic colony under the Hegemony. &#039;&#039;&#039;Not&#039;zar was then nearly murdered by surviving members of the Overlords Clan, but was saved by Hizoni Razi.&#039;&#039;&#039; This caused the entire Yit&#039;zek clan to be branded Guwan, and exiled into the wasteland.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=88076%7C  On January 12th], 2459 it was finally brought to public consciousness that the women of Ouerea were politically agitating via what they called Women&#039;s Councils. These argued against the exploitation of Ouerea and its falling standard of life and loss of its diversity, focusing on the children of the women in particular. Ouerean Overlord Tarkart Yiztek tried to appease the groups by redirecting their criticism to Not&#039;zar.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=88721%7C On Janurary 27th] the public consciousness present on the planet got a boost through an appropriated war chant bellowed by Wastelanders who attacked an Izweski terraforming site with a leader claiming to be Don&#039;ziki Azarak, the leader of the Traditionalist Coalition.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=90959%7C  On March 6th], Ouerea would explode into unrest once again. The protests originally began in New Skalamar, focused against Hephaestus Industries&#039; treatment of Ouerean workers. The original protests grew into an organized rebellion that almost immediately overwhelmed five major cities. The original demands of this rebellion was the abolishment of feudalism on Ouerea, the banishment of Hephaestus Industries, the end of taxation to Moghes, and the return of a democratic government. Overlord Yiztek responded with a brutal crack-down that failed spectacularly in containing the violence.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=93396%7C  On April 10th], in response to his retaliation, large portions of the Ouerean levymen abandoned the Overlord and joined the rebels. They seized government buildings across several major cities in a coordinated surprise attack. Feudal Lords were forced to flee or be captured, and in only a handful of cities were the aristocracy able to maintain control.&lt;br /&gt;
This rebellion would continue to rage on Ouerea for some time, being a festering problem with no solution in sight.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=97517%7C  On June 2nd, 2460] the rebel movement on Ouerea that became known as the Ouerean Confederation managed to flip all the major cities of the planet except for the capital of New Skalamar. The rebellion&#039;s violence was mostly focused on the property of the nobility. Many estates and castles were ransacked by rebel forces. Many high profile noble Clan elders were arrested by the rebel army while dozens of Sinta in general had perished. In lands that the Confederation controlled the Maraziite Order was also expelled by force. The planet was majority Th&#039;akh and did not appreciate the presence of the Order that had burnt their sacred temples to the ground. The Confederation&#039;s main army, commanded by General Zik&#039;San then besieged the capital.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=97591%7C  On June 3rd] Not&#039;zar Izweski himself arrived on Ouerea. The Lord-Regent&#039;s arrival came after Overlord Yiztek expressed frustration with the handling of the crisis, at one point directly attacking Not&#039;zar&#039;s honor by saying that it was easy for the Lord-Regent to give orders far away from the front lines. After these reports reached Moghes, Not&#039;zar Izweski is said to have immediately left his Citadel for a shuttle to Ouerea.There he flew into the encircled city and took a direct part in directing its defense.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=98438%7C  On June 20th] Not&#039;zar left the city to directly speak to the rebel General Zik&#039;san. Initially being at the walls directing reinforcement of the western gate and discussing how to best distribute food supplies being shuttled in from orbit to residents of the city, Not’zar suddenly signaled his Guwan Guards and informed the assembled defenders that he would be ‘seeking a better alternative’ to the crisis. Not’zar Izweski began by asking Zik’san his terms for a peaceful end of the conflict. General Zik’san reiterated the terms sent to Overlord Yiztek. Zik&#039;san was originally reluctant to engage in negotiation with someone he saw as unable to keep their word, having dealt with only the dishonorable Overlord. Not&#039;zar requested a radio in response and ordered the expulsion of all Maraziites from New Skalamar. Impressed by this overture Zik&#039;san and Not&#039;zar were able to engage in earnest negotiations.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=98554%7C  On June 22nd] negotiations were halted when Overlord Yiztek locked the Lord-Regent outside the city during the latter&#039;s return from a negotiation. The Overlord had hoped that the rebels would seize the Lord-Regent as a prisoner and give him the justification to engage in a violent reprisal. Not&#039;zar Izweski went back to General Zik&#039;san, who felt honor-bound to ensure Not&#039;zar&#039;s safe return. The general offered the Lord-Regent a shuttle to fly over the city walls and Not&#039;zar was able to return to the city. After meeting with Yiztek for several hours in private, the Overlord apologized publicly for the accident. In addition future negotiations were to take place in the Overlord&#039;s castle inside the city.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=99164%7C  On July 6th] Yiztek had the rebel emissaries assassinated in his own castle. Overlord Yiztek is defending his action by claiming that they were spies attempting to get information. Zik&#039;san swore retaliation and gave the city 3 days to surrender before he assaulted it.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=99249%7C  On the 3rd day] an assault came in the form of Not&#039;zar&#039;s personal Guwan Guard storming Yiztek&#039;s castle. The castle garrison was taken by surprise and quickly overwhelmed. Several dozen of Yiztek’s Clan and followers were arrested. Refusing to become a Guwandi Yiztek was branded a Guwan and exiled, sent back to Moghes to be released into the Wasteland. The Ouerean Confederation accepted peace and soon Ouerea was reformed to become a democratic colony of the Hegemony.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=103022%7C  On September 28th, 2460], at a formal dinner to celebrate a local Ouerean holiday and to commemorate the peace, Not&#039;zar Izweski was nearly assassinated by surviving elements of Yiztek&#039;s family. The assault failed thanks to the efforts of Lady Hizoni Razi, a mysterious azure who was close to Not&#039;zar at the time. In the fallout the entire Yiztek clan were branded Guwans and exiled into the Wasteland, and Lady Razi grew closer to Not&#039;zar Izweski.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Our Brother, Dominia ==&lt;br /&gt;
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A joint anti-pirate operation between the Hegemonic and Dominian Navies. All the objectives of the operation were accomplished, and the pirates within the system were destroyed.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=95734%7C  On May 6th,] an emissary from the Empire of Dominia named Keanu Markarus was abducted by pirates based in the Youthstone star system. The incident was taken as a grievous insult that dishonored both the Hegemony and Dominia. Normally having cold relations, Not&#039;zar Izweski immediately offered a joint counter-piracy expedition that was accepted by the Empire. Both Admiral Oyuti and his HMV Castastrophe as well as Lord-Admiral Yizarus and his HMV Cataclysm were deployed with their respective fleets.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=95833%7C  On May 8th] things started smoothly with a summit onboard the HMV Catastrophe when the Domion Fleets met with Hegemonic fleets. The ceremonial meeting took place as initial fighting took place in the Youthstone system.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=95924%7C  The day after] saw the invasion take place proper. The Youthstone system was a major hub of pirate and raider activity and so boasted a robust defense. Despite their best efforts the coalition was able to break through and land forces on the pirate&#039;s planet&#039;s surface.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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= The Iron Crusades and Religious Tensions (2460-2461) =&lt;br /&gt;
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The Iron Crusade was a religious conflict between the Th&#039;akh Akhanzi shamans and the Maraziite Order, caused by the persecution the Th&#039;akh faith faced by the Church of Sk&#039;akh. It saw the Maraziites completely destroy the Akanzi Order, demolishing their ancient temples and butchering their members. No lords were willing to oppose the Church of Sk&#039;akh and High Priest Unzi, and only The Prophet Si&#039;akh openly defied the church, rescuing several Akanzi Elders, aiding them to escape to Tau Ceti.&lt;br /&gt;
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Beyond the Crusade, the years also saw the outbreak of the Aut&#039;akh heresy. Seeing the religious tension within the Hegemony, and the outbreak of heresies, Not&#039;zar Izweski called for a summit in New Skamander for all religious leaders to attend. The convention accomplished little beyond allowing grievances to air and starting inklings of well reasoned theological debate. However, it was generally agreed as a step in the right direction.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/9655-the-wasteland-window/%7C  On April 1st] The Wasteland also saw great unrest. Akhanzi Order shaman Elder Vuthix Akhandi entered Bo&#039;ha&#039;dat and gave a public speech; a very rare sight from the reclusive Elders. In it he warned the people there of the Sk&#039;akh Church and the Iron Masks, speaking out against their persecutions.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=92829%7C  By the next day] the Maraziites were targeting Akhanzi Order. Using helicopters and off-road vehicles Iron Masks reached many secluded mountain temples and their surrounding villages, attacking them and harassing&#039;s the villagers. This prompted uprisings from Th&#039;akh Unathi were angered at the attacks. [https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=93599%7C  On April 12th] there was prison-break by Akhanzi shamans out of Iron Mask custody, prompting a dark warning of retaliation by High Priest Unzi.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=94478%7C  On April 22nd] the Maraziite Order launched the Iron Crusade. A coordinated attack on the secluded Akhanzi Order temples saw their complete destruction, including the oldest standing structure on Moghes at the time: Durahi Monastery. Over the Crusade&#039;s duration the entirety of the ancient order of shamans was ended. The survivors and refugees, dispossessed, relocated to Ouerea and as far as Tau Ceti in the largest religious diaspora in the history of Moghes. The Iron Masks appeared unstoppable due to the reluctance of Lords to intervene against them, fearing High Priest Unzi. The most successful resistance came from The Prophet Si&#039;akh. [https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=95575%7C  On May 4th] the prophet Si&#039;akh rescued several Elders from the Order, aiding them in escaping to Tau Ceti.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=108284  On January 6th], The Aut&#039;akh formally announced themselves in a huge shock to Moghes. The High Church, under Unzi, and conservative Lords immediately moved to destroy the heretics that are the Aut&#039;akh. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=108480%7C  On January 9th], an expedition made by the Church, with volunteer levys, were soundly defeated in a decisive battle dominated by geurilla warfare by the Aut&#039;akhs against the inexperienced Iron Masks. Not&#039;zar Izweski exploited this to maneuver to decree that the Aut&#039;akh may live. Many express confusion as to why Not&#039;zar is siding with the Aut&#039;akh instead of the Church. But Not&#039;zar Izweski understood that if High Priest Unzi were to secure prestige and power from a second successful Iron Crusade, he would effectively dwarf the power of the Izweski dynasty. Not&#039;zar Izweski, attempting to avoid the mistake of the Iron Crusade, is undermining the Church and showing that he still has power over it.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=117632%7C  On July 11th Not&#039;zar Izweski] a grand convention in New Skalamar on the colony of Ouerea which was meant to establish a formal dialogue between the Unathi Religions. Delegates came from Th&#039;akh, Aut&#039;akh, Sk&#039;akh, and even Si&#039;akh.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=118081%7C  On July 17th] the Convention came into full swing. The Sk&#039;akh and Th&#039;akh delegates immediately addressed the first Iron Crusade that all but scoured Moghes of the Akhandi Order. Their arguments continued for so long that Not&#039;zar intervened and asked the Th&#039;akh to address the Aut&#039;akh. During that exchange the Th&#039;akh were extremely critical, but the Aut&#039;akh persisted. In the end, Clan-Mother Mortenga conceded that souls can manifest in inorganic material ‘in certain circumstances’. This was rejected by nearly all the Sk’akh delegates as well as the lone Si’akh delegate, who insisted a soul can only reside in organic material.&lt;br /&gt;
A turning point came when two Sk&#039;akh delegates signaled they were interested in the Aut&#039;akh&#039;s arguments. This caused the head of the Sk&#039;akh delegation to interrupt the convention with loud condemnations, throwing the affair into disarray. It ended in a show-down between Not&#039;zar and the Sk&#039;akh delegate in which Not&#039;zar dared High Priest Unzi himself to come and speak for the church he claimed. The convention then dissolved.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=118657%7C  On July 27th] the convention started up again. This time High Priest Unzi was in attendance. To everyone&#039;s surprise the doomsday prophet Si&#039;akh, who had been disguised, revealed himself and entered into a fierce tirade against the High Priest. The convention concluded without any concrete peace being made, but it did plant the seeds of small scale reconciliation between individuals of the differing faith. The open and honest dialogue and theological discussion broadcast on galactic media gave many Unathi words and arguments to explore other faiths.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Hegemon Wakes! (2461-2462) =&lt;br /&gt;
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In the most defining moment of the contemporary history of the Unathi, Hegemon Sk&#039;resti awoke from his coma and reassumed his duties, dissolving the authority of Not&#039;zar. It would be the start of a slide into chaos, as the Hegemon gave warmonging speeches, stoked the fires of militarism, and openly adopted the beliefs of the prophet Si&#039;akh, believing his son had been re-incarnated in the wasteland. This last would cause the destruction of the tenuous peace between Church and State, with High Priest Unzi condemning the Hegemon himself for heresy. It was discovered that the hegemon was suffering from severe PTSD, and was unwilling to seek help for fear of looking weak.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=129034%7C  On December 30th] the Hegemony was radically altered in the course of a single day. Hegemon Sk&#039;resti woke from his coma and immediately Lord-Regent Not&#039;zar Izweski&#039;s authority dissolved. The Hegemon, filled with the same resolve and militarism as before, made bombastic speeches in which he openly declared his intention for a great conquest of the Hegemony&#039;s foes. This fired up the bellicose members of the nobility and many began to prepare for a new age of war and conquest. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=129267%7C  On January 2nd] of the new year 2462, the Hegemon went on a tour over several Wastelander territories. During this he vowed to persecute, run out, and even slay the Wastelanders. The Hegemon swore that all lands reclaimed by the terraforming efforts would be settled exclusively by loyal Sinta, and that in this new era there would be no room for Wastelanders.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=129565%7C  On January 5th] the Hegemon was holding court in the city of Res’karum, Moghes, to meet with Wasteland representatives to hear their cases for their own existence. During this a robed figure entered the room and presented the Hegemon with a scarred Wastelander child. The robed figure was revealed to be the Prophet of Flame Si&#039;akh. The Prophet declared the child was the reincarnation of Yakt Izweski. Initially outraged, the Hegemon paused when attempting to strike down the child and the prophet. As the Prophet escaped in the resultant riot and chaos, the Hegemon, who never fully processed his grief, seemed to accept the child as his own. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130233%7C  On January 11th] the Hegemon adopted the child, declaring him Yakt Izweski and his true heir. The Hegemon&#039;s open adoption of Si&#039;akh&#039;s belief in reincarnation immediately blew up the tenuous peace between Church and State. Reprisals against Si&#039;akh communities across Moghes took place, and High Priest Unzi condemned the Hegemon for heresy.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130357%7C  On January 14th] a mundane article on water treatment reports that seemed to show corruption was found by sleuths to be embedded with documents exposing the Hegemon&#039;s mental state. In the documents, which consist of audio and video, the Hegemon is suffering from hallucinations, episodes of explosive violence, and irrational anger. In the logs its made clear that the Hegemon is still suffering from severe &#039;Post Trauma Disorder&#039;, but is both unwilling to seek help while his retainers and courtiers are too afraid to convince him to get help, believing it would be humiliating for the Hegemon.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130667%7C  On January 17th] Z’krazki Izweski, now 20 years old as the youngest of the Hegmon&#039;s children, is named a Kataphract. During the ceremony he was continuously asked about his thoughts on his father&#039;s actions but became agitated and left.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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== The Burning of the Scept ==&lt;br /&gt;
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Following the condemnation by the High Priest, and hostility between the church and the Hegemon, the Church was accused of kidnapping the reincarnated heir, Yakt Izweksi from the Citadel. The city watch of Skamander laid siege of the Grand Scept of the church, facing off against the Maraziites who had been discreetly arming themselves within the scept. Eventually, after a tense 3 day stalemate where neither side began overtly hostile actions, the Hegemon openly accused High Priest Unzi of the kidnapping in a public speech. Immediately, Izweski bannermen began to attempt to fight their way into the Scept, making it to the entrance as priests barricaded the doors and windows. As anarchy began to grip the city, the Maraziites attacked the city watch, which itself had divided as many members deserted to side with the Church. After a night of fighting, the Izweksi bannermen were repelled from the Scept, leading the Hegemon to personally lead an attack to the Scept with his Guwan guard. This attack would overwhelm the Maraziites and members of the Watch with them, and in the resulting capsulation the Hegemon sacked and heavily damaged the Scept. With Lords swearing to avenge this destruction, the Hegemony was on the brink of a full scale civil war. However, Hegemon Sk&#039;resti would not live to see this, as during a meeting with loyalist lords, Kataphract Z&#039;krazk Izweski, son of the Hegemon, would slay his father. thrusting Not&#039;zar back into the role of Hegemon.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130889%7C  On January 19th] the grand temple of the Sk&#039;akh faithful in Skalamar. Moghes, was surrounded by the City Watch by orders of the City&#039;s Lord Trikzara Sirax. The Watch initially respected the Scept, meeting with delegations from inside on the steps. They accused members of the Church of kidnapping Yakt Izweski, adopted child of the Hegemon. In defense of the Scept Maraziites began clandestinely rearming themselves and moving to the area, actions explicitly banned by the law. High Priest Unzi himself cancelled his trips and returned to the city to the seat of his power.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131079%7C  Violence broke out on January 21st] throughout Skalamar. In a public speech the Hegemon accused Unzi of kidnapping Prince Yakt and made his intentions for violence known if Yakt was not returned. The Izweski&#039;s personal soldiers fought their way to the Scepts entrance as the priests barricaded the doors and windows. In retaliation the Iron Masks violently assaulted the Watch, attempting to reinforce their holy site. The Watch itself was divided, with many deserting to join the defense of the Scept. The brutal and confusing three-way conflict Lords across Moghes responded by summoning their own forces. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131116%7C  By the morning of January 22nd] the Izweski bannermen were repelled by the Watch and by the Iron Masks. In response the Hegemon, personally wearing a Breacher Suit, led a large contingent of his personal Guwan Guard to the Scept. A loose coalition of Watchmen, Iron Masks, and armed commoners were viscously and decisively defeated and scattered as their clubs and ballistic rifles were useless against the heavy armor of several Breacher Suits and the advanced laser weapons. Other groups surrendered immediately. The Guwan Guard and the Hegemon made their way to the Scept where they were confronted by Lord Trikzara Sirax himself. After a brief argument Sirax stood down and refused to participate in the assault. As a consequence the Third Scept was sacked by the Hegemon and the Guwan Guard. High Priest Unzi himself was critically wounded in the attack that saw the destruction of countless priceless religious and historical artifacts. The building itself suffered heavy structural damage. By the end of the day several Lords swore to avenge the sacking and declared themselves to be in open revolt. By nightfall the Hegemony was once again teetering on the brink of a full scale civil war.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131234%7C On January 23rd] the Hegemon was meeting with loyalist Lords to discuss their strategy, with his sons Not&#039;zar Izweski and Kataphract Z&#039;krazk with him. During the war council the Hegemon began demanding increasingly harsh responses, at one point even calling upon Captain Xirac, present in the meeting holographically from the HMV Annihilation, to commence orbital bombardment of all cities with Lords that declared themselves against the Izweski. After a fierce argument and escalating tensions, Kataphract Z&#039;krazk drew his sword and killed his father before all those present. Not&#039;zar Izweski was then unceremoniously thrust back into his role as leader of the Hegemon as his brother was clad in irons. Even with the death of the Hegemon, the rebelling Lords refused to end the conflict and announced that they would only follow Not&#039;zar once again if he defeated the rebellion in open battle. &lt;br /&gt;
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= Not&#039;zar&#039;s Civil War (2462) =&lt;br /&gt;
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Thrust back into the position of Hegemon, Not&#039;zar was faced with a civil war due to his fathers actions. His own forces were disorganized, with loyal lords refusing attempts at centralization, and most of the lower nobility having defected to rebellion resulting in a critical shortage of officers. In an attempt to fix this, Not&#039;zar decreed that even the lowest members of the nobility, landed or otherwise, could serve as officers resulting in many Unathi from across the spur to return to Moghes to fight on the side of the hegemony. Others would return to fight on the side of the growing rebellion. As armies maneuvered, it was soon discovered that the rebellion would be decided in a single battle, the battle of four hills. Fought north of To&#039;ha&#039;dat, the battle was an intense struggle, but would see the loyalists prevail over the rebel forces, with a significant number of foreign-born unathi fighting within the battle. After the battle Not&#039;zar met with the leaders of the rebellion, and through skillful political maneuvering, managed a separate peace with the primary military leader of the rebellion, forcing a total capitulation of who remained. &lt;br /&gt;
&lt;br /&gt;
The civil war saw the consolidation of Not&#039;zars power, the growing acceptance of Diona augments, the dissolution of the Maraziite order, and the imprisonment of High Priest Unzi. It would mark the turning point for the Hegemony in the eyes of many, being seen as the last point in time where the Izweski could have been dislodged from their position as the Hegemon of Moghes, and their resulting victory a sign that they would remain where they are.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131324%7C  On January 25th] Not&#039;zar found that even within his own loyalist forces, patience for his radical ideas was strained. Lords rejected his attempts to centralize their forces and appoint officers from his Cadet Schools into the army. Due to mass defections by lower-nobility to the rebel side, this left Not&#039;zar&#039;s army with critical shortages in officers. Another option was implemented, allowing even the lowest members of nobility to become officers. This saw many Unathi from as far as Tau Ceti come to Moghes to fight on the side of Not&#039;zar, while others returned to fight on the side of the rapidly growing rebellion. Several battles broke out in these initial stages, with victories and defeats on either side. But the primary upcoming battle was at a site known as the Four Hills, which if lost by the loyalists would throw open the gates of To&#039;ha&#039;dat and Skalamar itself to the rebellion.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131402%7C  January 25th] saw ceremonial preparation for the Battle of Four Hills. Here Not&#039;zar, oversaw his assembly of Unathi and Vaurca warriors while across Moghes smaller scale battles were taking place.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131444%7C  On January 27th] the Battle of the Four Hills decided the civil war. After the intense struggle nearly saw the loyalist forces rout, and even after the near-death of Not&#039;zar in personal combat, the loyalists prevailed and routed the rebellion forces. The battle is historically significant for the large number of foreign-born Unathi who came to Moghes for the fighting. A large number of Unathi from Tau Ceti came, fought, and then retuned to their home Star System.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131587%7C  By January 28th] Not&#039;zar Izweski, met with the three leaders of the Rebellion: High Kataphract Zakeai, Lord Orezali, and Maraziite Chapter-Master Nu&#039;ghai. During the peace conference he skillfully divided the rebellion by tapping into the animosity between their leaders. He secured a separate peace with Lord Orezali, which reduced the rebellion&#039;s forces so significantly that they had no choice but to comply in turn. The consequences of the brief civil war were intense on historical, political, and sociological scales. It saw the consolidation of Not&#039;zar Izweski&#039;s power, growing acceptance for dionae augments and the becoming of Kizitaa - or &amp;quot;bonded ones&amp;quot;, or even Aut&#039;akh augments by maimed warriors, the deposition of High Priest Unzi and the dissolution of the Maraziite Order, the eventual loss of Gakal&#039;zaal by the Hegemony to the Democratic People&#039;s Republic of Adhomai, and a wider belief that the Lords were losing their ability to dislodge the Izweski from their position.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Reign of Hegemon Not&#039;zar (2462-Present Day) =&lt;br /&gt;
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His victory in the brief civil war and quick consolidation of power made Not&#039;zars full ascension to Hegemon assured, as political maneuvers eased the transition and more formally esbatlished his authority. Immediatly after the surrender of the rebellion, Not&#039;zar presided over the trials of his brother, for murdering their father, and of High Priest Unzi, for the kidnapping of Yakt Izweksi. In both cases, the defendants were established to be guilty, with his brother Z&#039;krazki taking on the title of Guwandi, and High priest Unzi being exiled into the wasteland. At the conclusion the Trials, Not&#039;zar was seen speaking to Hizoni Razi several times, who had just been given broad powers as the Izweski Spymaster by Not&#039;zar.&lt;br /&gt;
&lt;br /&gt;
In the announcement for his coronation, Not&#039;zar promised to repair the image of Clan Izweski as honorable leaders, emphasizing his goal to take a more traditional style of rule compared to the times during his Reign as Lord-Regent. Following his coronation which took a large phsyical toll on the handicapped hegemon, the colony of Gakal&#039;zaal fell to rebellion due to the draconian actions of Overlord Yizarus. Due to his actions, including the execution of a pro-hegemony Tajara family, the overlord was stripped of all titles, and handed over to the people of Gakal&#039;zaal to do with as they pleased. The colony was written off by the Hegemony, and has since been under the tenious control of the Democratic People&#039;s Republic of Adhomai.&lt;br /&gt;
&lt;br /&gt;
The Hegemon then supported the Republic of Biesel in it&#039;s conflict against the Solarian 35th Fleet, before the Hegemony was struck heavily by the onset of the phoron scarcity. With emergency phoron reserves depleted, Not&#039;zar reigns over a Hegemony in dire straits, with a bulk of the navies best ships unable to travel interstellar distances, and Moghes undergoing a famine, with strict rationing in place to attempt to stave off widespread starvation for the time being. Smuggling runs rampant, with the Navy ineffectually running patrols to intercept smugglers. The Hegemony stands on a precipice, and only the spirits knows if it will fall.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=132442%7C  On February 10th] Not&#039;zar oversaw the trial of his brother. During the trial Not&#039;zar demanded that Z&#039;krazki justify his crime, and his obstinate younger brother refused to speak until mid-way through the trial. Z&#039;krazki&#039;s legal defendant, Advocate Miziak, was unable to persuade the emotional Not&#039;zar. The young Hegemon demanded that Z&#039;krazki take on the title of Guwandi and enter exile. This offer was accepted and Z&#039;krazki was escorted deep into the Wasteland.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=132681%7C  On February 16th] High Priest Unzi faced trial. During the trial the same questions were brought up on the relationship between the church and the state, and where each had authority over one another. Unwilling to concede, Unzi trapped himself into sharing culpability with the Iron Masks. In the end he was found guilty on all counts and exiled to the Wasteland. In addition Not&#039;zar was seen speaking to the azure Hizoni Razi, who only a year ago saved his life. Unknown at the time, the young noblewoman at that moment was being given broad power over the Hegemon Shadow Service as spymaster for the young Hegemon. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=134520%7C  On March 31st], Not&#039;zar Izweski made a speech for reconciliation and to repair the Izweski&#039;s image as honorable leaders, and emphasizing that he would be taking a more traditional kind of rule to placate the Lords. Hizoni Razi also spoke, herself announcing the formal coronation of Not&#039;zar Izweski as Hegemon in the next seven days.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=134918%7C  On April 7th] Not&#039;zar Izweski was officially coronated as the 68th Hegemon, and the 19th Izweski to have the title. The experience was exhausting for the physically handicapped nobleman as he had to wear heavy clothes and a lot of jewelry, but the image portrayed as a strong, calming presence to his citizens in the first publicly broadcast coronation further increased his approval with the public.&lt;br /&gt;
&lt;br /&gt;
=== The Fall of Gakal&#039;zaal (2462) ===&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=119676%7C  On August 15th], word came from the Hegemony colony of [[Gakal&#039;zaal]], a majority Tajara planet, the second son of Guildmaster Mj&#039;akurahur disappeared from their clan’s estate just outside the capital city of Zikala. The Guildmaster blamed the Tajara of the colder northern regions which had never submitted to the Hegemony. Overlord Makar Yizarus, relative of the famous Lord-Admiral Yizarus, swore retaliation for what was believed to be an abduction.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=119781%7C  But by August 17th], the story became even more complicated, turning from an abduction in the dead of night to a story of love, religious conviction, and the resistance many of the local Tajara felt to their Unathi overlords and the demands to convert to their so-called &amp;quot;liberators&amp;quot; religion.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=137401%7C  On June 20th] the colony of Gakal&#039;zaal was finally pushed over the edge. Overlord Yizarus&#039; continued floundering and brutal treatment of the natives had worn out the patience of of the local Tajara population, the Guilds he was exploiting, and even Not&#039;zar Izweski.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=137708%7C  By June 30th] the corruption and mismanagement prompted a more serious rebellion. Using guerilla warfare the Tajara rebels imposed significant casualties on the forces of Overlord Yizarus, who engaged in even more draconian punishments in an attempt to quash the movement.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=138172%7C  On July 15th] Overlord Yizarus was discovered to have been the mastermind of an elaborate ruse that saw the execution of a prominent pro-Hegemony Tajara family. In addition the Overlord had used a holographic projection claiming to be a moderately well known and honorable nobleman Shiassta to protect his own honor. Disgusted, Hegemon Not&#039;zar Izweski stripped Overlord Yizarus of his titles and all but granted Gakal&#039;zaal both autonomy and the right to do with Yizarus as they pleased if they caught him. Writing off the colony, Gakal&#039;zaal became an embarrassing stain on Not&#039;zar&#039;s proclaimed ability to integrate anyone within the Hegemonic system.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=139965%7C  On August 25th] Spymaster Hizoni Razi announced the conclusion of the investigation into the kidnapping of Yakt Izweski. It was revealed that an Izweski Citadel maid abducted the child and handed it over to the Maraziite Order. While the investigation did not settle the question on Unzi&#039;s involvement, it nevertheless proved to be the final blow in the Iron Masks&#039;s legitimacy, all but ending the Order entirely. At the same time the fate of Yakt Izweski was still undetermined, with the childs whereabouts still unknown.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=142913%7C  On November 22nd] Not&#039;zar Izweski announced that the Hegemony would be intervening in the conflict between the Republic of Biesel and the attacking Solarian forces. Summoning Kataphracts and levys, forces were assembled an dispatched to protect the fledgling star nation.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=143207%7C  By December 4th] the crisis had been resolved, but due to elaborate demands on how the Hegemonic forces should return to Tau Ceti, the withdrawl took a considerable length of time that resulted in hundreds of warriors being stranded in the star system.&lt;br /&gt;
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== The Phoron Scarcity(2464) ==&lt;br /&gt;
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The Hegemony was finally caught by the Phoron scarcity in 2464, resulting in an economic downturn followed by famine. Not&#039;zar pushed many reforms in an attempt to avoid total catastrophize, tigtening his control over the economy, demanding taxes from the guilds, instituting rationing and tapping Ouerea to become the Hegemonic food production center. These reforms managed to somewhat stabilize the situation, but greatly increased the influence of Hephaestus Industries, while decreasing the influence of individual guilds within the Hegemony. &#039;&#039;&#039;The exact consequences of this arc have not yet been revealed, stay tuned for more.&#039;&#039;&#039;&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/page/6/#comment-156281  On May 4th], the Master of Rivers for the Hegemony, Overlord Azui Hutay&#039;zai announced that the Hegemonies phoron reserves had finally depleted. The depletion of the reserves was an extreme danger to the economy, as it would become more and more difficult to ship goods manufactured or created within the Hegemony across the stars; The massive amount of exported goods from the Hegemony has been it&#039;s main source of revenue since first contact, and now the flow of credits into the nation had been cut off.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157225  On June 14th], it was announced by Lord&#039;s Claws Mizaruz Izweski that a large number of the navies galactic ships, including all three of the Cataclysm Class Super Dreadnaughts would no longer be able to travel interstellar, due to a lack of phoron to fuel their bluespace drives. The most advanced ships of the Hegemony were effected by this, and all ships above bulwark class were remanded to the the First and Second Fleet, who began to patrol the orbits of Moghes and Ouerea. The 4th fleet was created with all ships that could still go interstellar, and patrols the fledging Hegemonic colonies and borders.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/16716-mendell-city-bugle/?do=findComment&amp;amp;comment=157351  On June 21st], a string of announcements by megacorporations and their subsidiaries spelled out a general withdrawal from business within the Hegemony, and with Hegemonic Guilds citing unfriendly practices and difficulty transporting goods due to the Hegemonic tariffs and guild system. The only two companies not to withdraw from business with the Unathi were Hephaestus Industries and Orion Express.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157453  On June 24th], the Hegemon, with the Master of Rivers, announced their response to the withdrawal of megacorporations that had happened the following week. The response was an reform to the tax system, centrally the introduction of a flat guild tax that must be paid by guilds of the Hegemony, the establishment of a sales tax within the Hegemony, and the raising of tariffs. Secondarily, colony worlds were no loner allowed to transport goods directly from their ports, all goods must first go through the Moghes Orbital docks. The sales tax is also double on all colony worlds. In addition, mining operations began on Chantrell, the Moon of Moghes, with 1/3rd of the lands being given to Hephaestus as payment, and the other 2/3rds being put up for auction. The guilds generally despised these reforms, with only Hephaestus Industries praising the Hegemon for his wisdom.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157739  On July 13th], a joint report was released by the Fishermen&#039;s, Medical, Hunters, and aquaculture guilds of the Hegemony. The report stated that due to the scarcity making it near impossible to import enough food foodstuffs, and the issues of food production post-contact war, the Hegemony would soon be facing a full on famine as food stocks after the next harvest would only be enough to feed roughly three-fourths of the population. The report then went on to propose a solution, strict rationing under the Hegemon himself could hold over the Hegemony without widespread starvation, while food production is massively expanded on the Ouerea.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157872  On July 19th], a ship carrying smuggled goods was seized in the city of Tzonia. The goods were high end electronics, and the smugglers, mostly human, were intent on selling their goods without paying tariffs or enforcing the sales tax required by the Hegemon. The seizure illustrated a larger issue, where populations who before had easy access to high-end off world goods, primarily the urban nobility, wishing for a return to their pre-scarcity quality of life, regularly purchased smuggled goods. As a response, the Hegemonic Navy announced it would dedicate those ships unable to go interstellar to fighting smugglers.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=158061  On July 26th], a Aut&#039;akh community was discovered being used as a smugglers base in Raizr. The community was using profits from their illegal operations to purchase high-end prothesis and electronics from the wider spur.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=158210  On August 2nd], the results of the Hegemonic Navies attempt to combat smuggling were revealed. Due to the ships used in the attempt being incredibly large, and only able to utilize subspace engines, as well as tactics practiced by the Hegemonic navy, very few smugglers are intercepted. Most use small atmospheric shuttles who land in the wasteland, outside the reach of any city Watchmen. Those selling smuggled goods also began to use mobile shops, slipping into cities to sell their goods, before ducking back out into the wasteland.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=158446  On August 9th], the Hegemon official announced a policy of food rationing over the radio. Ouerea had agreed to terms setout by the Hegemon, having it&#039;s colony taxes and tariffs revoked, as well as assurances those working on Ouerea will be majority Ouerean in return for becoming a food production powerhouse within the next year. Stealing food became a extreme crime, punishable by up to 15-20 years of hard labor. Rationing will work by having every clan register themselves and all their members with a local representative of the Hegemon, who oversees the distribution of food. Clans will pick up their food together, with each member being given a card with their photograph containing dates for pickup and type of food.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=26749</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=26749"/>
		<updated>2022-09-10T20:20:56Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Glorywright Pledge */&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;
&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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
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. Done by CNEGecko#9618 on Discord.]]&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 [[Unathi Religion#Th&#039;akh|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. Done by CNEGecko#9618 on Discord.]]&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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=== 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;
== 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;
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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;
&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;
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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;
&lt;br /&gt;
=== Ko&#039;ko Reed ===&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. This tall, green, grass-like plant grows up to seven feet tall. In the past, it thrived in the wet marshlands outside Iz&#039;iz, having evolved to take nutrients from the otherwise toxic byproducts of the algae-contaminated waters. It was discovered by the Unathi colonists that the stalk can be chewed to induce a soothing sense of warmth and comfort, but only to Unathi due to its unique interactions with Unathi physiology. Other species simply taste a sweet, stringy reed.&lt;br /&gt;
&lt;br /&gt;
Cultivation of the Koko reed began immediately, with enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild aggressively exterminating the wild Koko population to ensure they maintained a monopoly on its production. With genetic modification, they were successful in ensuring that all instances of domestic Koko reeds are sterile and unable to flower and produce seeds unless treated under extremely specific circumstances. Their guild soon became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi.&lt;br /&gt;
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=== Geography ===&lt;br /&gt;
Sometime in the geological past, Ha&#039;zana&#039;s freshwater ocean was overtaken by a massive algae bloom that overtook the entire world, triggering a mass extinction and leaving the water toxic. The four primary large towns on the moon&#039;s surface rely on water treatment that provides potable water that is pumped into reservoirs beneath the towns.&lt;br /&gt;
&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;
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=== Variz Smokescale, Greatfather of Buccaneers ===&lt;br /&gt;
Former captain of the Glorywright and its clan, Variz was the first pirate to gain infamy. While Izharshan gained the reputation of being the oldest and most powerful clan, that title didn&#039;t always belong to them. Variz cultivated a name for himself by making off in a daring escape from a Hephaestus dockyard with a prototype vessel in a grandiose way of renouncing his former life as an engineer to become one of the most terrifying and morally bankrupt pirates that ever lived.&lt;br /&gt;
&lt;br /&gt;
Variz was known for partaking in every form of piracy that exists today. Raiding developing NanoTrasen vessels for phoron, smuggling it and illegal technology to the [[Coalition of Colonies]], and exploring forays into the unknown with his crew when times were good were all activities Variz enjoyed equally. He was especially known as being anti-Hegemony and anti-corporate, but his origins were surprisingly simple despite his grand legacy. Born to a coastal town in the Izweski Nation (though where is an intense matter of debate— Variz was known to have cited multiple towns during stories of his childhood, and it was difficult to decipher whether a story was earnest or a deception), Variz Smokescale grew to dislike the Hegemony as the son of a struggling merchant. The rise in prominence of the guilds leading up to the Contact War made him bitter and resentful of the caste. The former Hegemon&#039;s policies and rule, especially towards his religion, as well as the notion that a family&#039;s son must produce a new generation for the clan, led Variz to the notion that the culture was oppressive. Thus, those lackies that partake in these grand schemes for profit, like manipulating and exploiting people, or the elites in a government that do the exact same deserved conflict and strife at his blade, in Variz&#039;s eyes.&lt;br /&gt;
&lt;br /&gt;
Variz tragically was struck down during an infamous shootout with Hephaestus and Zavodskoi where he alone manned a vessel so the rest of his flagship crew could escape in the ensuing chaos. Despite this, his clan slowly fell to ruin without his cunning leadership, absorbed by the other Pirate Fangs that were sympathetic to their plight— and unwilling to pass up on new members. His legacy still exists in a handful of ways though. Smokescale&#039;s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen&#039;s premiere at the discovery of phoron. They were an impressive steal back in the day, but nearing 25 years later means these bonds are valued to be a near-impossibly large amount of wealth. The Gold of the Glorywright is also an impressive tale. Due to the space storm and conditions following Variz&#039;s demise, his vessel was never really recovered by any megacorporation or explorer. Rumor has it Variz got his claws on information that could hinder some of the Orion&#039;s Spurs most powerful players, and he was hunted down for it. Only a datachip remains on his decrepit vessel as the only testament of his demise, yet it remains a myth and fantasy to this day.&lt;br /&gt;
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Finally, his code of conduct, the Glorywright Pledge, grew up to be an important staple among pirates as the most important mark of his legacy, with other captains imitating or revising it to suit their own crew&#039;s needs. It is said to have been based on human tradition from nearly a millennium ago, but those outside of the pirate clans lack any knowledge or history regarding their exploits to comment on it with certainty.&lt;br /&gt;
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=== Izharshan&#039;s Raiders ===&lt;br /&gt;
Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less policed areas. With its mighty fleet, and as the only power in the Orion Spur owning and fielding the dreaded Super-Dreadnaught, it isn&#039;t hard to imagine why most fleets are reckless enough to stay in this part of the Spur tend not to last long. Yet, Iklex Izharshan and his raiders did, pushed by the singular goal to defy the Hegemon himself— or at least, annoy him. Considered by many to be both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps one of the largest and most resourceful pirate fleet in the entire Orion Spur. They also reached spur wide fame by sabotaging the newly constructed HMV Cataclysm in 2458, and then managing to survive the attempted campaign  of extermination by the Hegemony.&lt;br /&gt;
[[File:Flag_Izharshan.png|180px|thumb|right|Flag of the Izharshan&#039;s 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;
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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 and that, by the time he&#039;ll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after. [[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 [[Marauders#Tana&#039;raq&#039;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;
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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;
&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 [[Unathi Religion#Sk&#039;akh|Sk&#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 what is a 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 [[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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{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=26748</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=26748"/>
		<updated>2022-09-10T20:19:51Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Relations */&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. Done by CNEGecko#9618 on Discord.]]&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 [[Unathi Religion#Th&#039;akh|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. Done by CNEGecko#9618 on Discord.]]&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 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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=== 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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== 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 Izharshan&#039;s 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 and that, by the time he&#039;ll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after. [[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 [[Marauders#Tana&#039;raq&#039;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 [[Unathi Religion#Sk&#039;akh|Sk&#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 what is a 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 [[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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{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=26747</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=26747"/>
		<updated>2022-09-10T20:19:16Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Relations */&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. Done by CNEGecko#9618 on Discord.]]&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 [[Unathi Religion#Th&#039;akh|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. Done by CNEGecko#9618 on Discord.]]&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 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;
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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;
&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;
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;
== 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;
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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;
&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;
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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;
&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;
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This group of pirate lords dictates norms and decisions for pirates as a whole. They very rarely decide on new additions to the Star Code, if at all, and are complacent to keep running their profits and trades. While they are disjointed and with opposing interests most of the time, it is rumored that joint cooperation under the Fang Captains would lead to the pirate vessels being a decent force to be reckoned with. Of course, this remains a rumor, and one unfounded due to a lack of such coordination ever being recorded.&lt;br /&gt;
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Fang Captains are not always joined together on Ha&#039;zana, though it remains the most notable hiding spot for them besides their individual hideaways. When there are some together, other pirates can take grievances or problems before them that they deem are important for more powerful figures to know, such as a potential breach of the location to a megacorporation or nearby nation like the Hegemony.&lt;br /&gt;
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When the planet was taken under the wing of notable pirates, they left Ha&#039;zana to mostly govern itself with the exception of the M&amp;amp;O Guild. The Fang Captains granted the guild a Charter that allowed them to sell their product, Koko bars, to the wider galaxy if they were allowed to proliferate the product, mimicking Hegemonic mercantilism. Now only a select few would have knowledge of how to produce fertile Koko reeds, even though the planet is hidden from wider galactic knowledge. Absconding with this information would be unheard of as the Fang Captains are likely to be ruthless in their hunt for the traitor.&lt;br /&gt;
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=== Ko&#039;ko Reed ===&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. This tall, green, grass-like plant grows up to seven feet tall. In the past, it thrived in the wet marshlands outside Iz&#039;iz, having evolved to take nutrients from the otherwise toxic byproducts of the algae-contaminated waters. It was discovered by the Unathi colonists that the stalk can be chewed to induce a soothing sense of warmth and comfort, but only to Unathi due to its unique interactions with Unathi physiology. Other species simply taste a sweet, stringy reed.&lt;br /&gt;
&lt;br /&gt;
Cultivation of the Koko reed began immediately, with enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild aggressively exterminating the wild Koko population to ensure they maintained a monopoly on its production. With genetic modification, they were successful in ensuring that all instances of domestic Koko reeds are sterile and unable to flower and produce seeds unless treated under extremely specific circumstances. Their guild soon became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi.&lt;br /&gt;
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=== Geography ===&lt;br /&gt;
Sometime in the geological past, Ha&#039;zana&#039;s freshwater ocean was overtaken by a massive algae bloom that overtook the entire world, triggering a mass extinction and leaving the water toxic. The four primary large towns on the moon&#039;s surface rely on water treatment that provides potable water that is pumped into reservoirs beneath the towns.&lt;br /&gt;
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Most inland plant life is dominated by the thick, alien jungles that have evolved to thrive on the toxic rains. It rains at least four times a week in constant showers, and severe storms lash across the planet at least once a month. While not acidic, the rainwater of Ha&#039;zana is not safe to drink. Because of the relatively high humidity, Unathi colonists must take care to ensure their hide and scales are clean or they will develop an extremely embarrassing scale rash.&lt;br /&gt;
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It takes 12 days and 21 hours for Ha&#039;zana to complete an orbit of its parent gas giant. The locals celebrate this Lunar Solstice with a festival encouraging strangers to give each other gifts.&lt;br /&gt;
The parent gas giant takes 444 days to orbit the star Kaziti. Like Moghes, the population has divided the year into three seasons: Versakh, Kasavakh, and Travakh.&lt;br /&gt;
&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;
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=== Variz Smokescale, Greatfather of Buccaneers ===&lt;br /&gt;
Former captain of the Glorywright and its clan, Variz was the first pirate to gain infamy. While Izharshan gained the reputation of being the oldest and most powerful clan, that title didn&#039;t always belong to them. Variz cultivated a name for himself by making off in a daring escape from a Hephaestus dockyard with a prototype vessel in a grandiose way of renouncing his former life as an engineer to become one of the most terrifying and morally bankrupt pirates that ever lived.&lt;br /&gt;
&lt;br /&gt;
Variz was known for partaking in every form of piracy that exists today. Raiding developing NanoTrasen vessels for phoron, smuggling it and illegal technology to the [[Coalition of Colonies]], and exploring forays into the unknown with his crew when times were good were all activities Variz enjoyed equally. He was especially known as being anti-Hegemony and anti-corporate, but his origins were surprisingly simple despite his grand legacy. Born to a coastal town in the Izweski Nation (though where is an intense matter of debate— Variz was known to have cited multiple towns during stories of his childhood, and it was difficult to decipher whether a story was earnest or a deception), Variz Smokescale grew to dislike the Hegemony as the son of a struggling merchant. The rise in prominence of the guilds leading up to the Contact War made him bitter and resentful of the caste. The former Hegemon&#039;s policies and rule, especially towards his religion, as well as the notion that a family&#039;s son must produce a new generation for the clan, led Variz to the notion that the culture was oppressive. Thus, those lackies that partake in these grand schemes for profit, like manipulating and exploiting people, or the elites in a government that do the exact same deserved conflict and strife at his blade, in Variz&#039;s eyes.&lt;br /&gt;
&lt;br /&gt;
Variz tragically was struck down during an infamous shootout with Hephaestus and Zavodskoi where he alone manned a vessel so the rest of his flagship crew could escape in the ensuing chaos. Despite this, his clan slowly fell to ruin without his cunning leadership, absorbed by the other Pirate Fangs that were sympathetic to their plight— and unwilling to pass up on new members. His legacy still exists in a handful of ways though. Smokescale&#039;s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen&#039;s premiere at the discovery of phoron. They were an impressive steal back in the day, but nearing 25 years later means these bonds are valued to be a near-impossibly large amount of wealth. The Gold of the Glorywright is also an impressive tale. Due to the space storm and conditions following Variz&#039;s demise, his vessel was never really recovered by any megacorporation or explorer. Rumor has it Variz got his claws on information that could hinder some of the Orion&#039;s Spurs most powerful players, and he was hunted down for it. Only a datachip remains on his decrepit vessel as the only testament of his demise, yet it remains a myth and fantasy to this day.&lt;br /&gt;
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Finally, his code of conduct, the Glorywright Pledge, grew up to be an important staple among pirates as the most important mark of his legacy, with other captains imitating or revising it to suit their own crew&#039;s needs. It is said to have been based on human tradition from nearly a millennium ago, but those outside of the pirate clans lack any knowledge or history regarding their exploits to comment on it with certainty.&lt;br /&gt;
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=== Izharshan&#039;s Raiders ===&lt;br /&gt;
Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less policed areas. With its mighty fleet, and as the only power in the Orion Spur owning and fielding the dreaded Super-Dreadnaught, it isn&#039;t hard to imagine why most fleets are reckless enough to stay in this part of the Spur tend not to last long. Yet, Iklex Izharshan and his raiders did, pushed by the singular goal to defy the Hegemon himself— or at least, annoy him. Considered by many to be both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps one of the largest and most resourceful pirate fleet in the entire Orion Spur. They also reached spur wide fame by sabotaging the newly constructed HMV Cataclysm in 2458, and then managing to survive the attempted campaign  of extermination by the Hegemony.&lt;br /&gt;
[[File:Flag_Izharshan.png|180px|thumb|right|Flag of the Izharshan&#039;s 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 and that, by the time he&#039;ll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after. [[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 [[Marauders#Tana&#039;raq&#039;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 [[Unathi Religion#Sk&#039;akh|Sk&#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 what is a 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 [[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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{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=25004</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=25004"/>
		<updated>2022-06-30T06:40:21Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: Fixing apostrophes&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. Done by CNEGecko#9618 on Discord.]]&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 [[Unathi Religion#Th&#039;akh|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. Done by CNEGecko#9618 on Discord.]]&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 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 cease 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]] [[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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[[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 appreciation for the domineering and oppressive nature of the megacorporations, and their disdain for 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 “errands” 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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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]]. 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. 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. 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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== 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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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— at least, annoy him. Considered both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps the largest and most resourceful pirate fleet out there, after the Grim Compact.&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. 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 2443, when his ship&#039;s Bluespace drive malfunctioned as his captain pushed it too hard, causing the whole spacecraft to implode and be crushed under its own generated field. 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 and that, by the time he&#039;ll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after.&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 [[Jargon 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 Jargon 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 [[Marauders#Tana&#039;raq&#039;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.&lt;br /&gt;
[[File:Hiskyn.png|thumb|right|Flag of the Revanchists. Done by CNEGecko#9618 on Discord.]]&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 [[Unathi Religion#Sk&#039;akh|Sk&#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.&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 what is a 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 [[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 [[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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{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=24991</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=24991"/>
		<updated>2022-06-29T11:33:38Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: &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 ‘Pirate Marks’ refer to not only a person’s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one’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’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’s gender, sexuality, religion, and previous status— rarely have any bearing on someone’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’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’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 ‘tyranny’— 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’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. Done by CNEGecko#9618 on Discord.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn’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’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’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’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’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’s quartermaster has so many tasks that it isn’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’s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel’s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain’s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel’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’s right hand or a vesselhide’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’t been issues since the time of sailors on the sea. For starters, a person’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’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 [[Unathi Religion#Th&#039;akh|Th&#039;akh]] called Sik’amakh Th’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’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’amakh Th’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’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’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’t carry the same taboos as they do in traditional Unathi culture. Here, those that don’t enjoy the Aut’akh yet require major augmentation can find refuge among others like them that don’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. Done by CNEGecko#9618 on Discord.]]&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’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’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’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’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 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’t surrender.&lt;br /&gt;
* A pirate should not cease more than half of a vessel’s property if it is unarmed and doesn’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’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’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’ vessels— though each other in bars and street corners is a different story. This is a result of Ha’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’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’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’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 ‘lack of honor’ 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’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’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]] [[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’s intimate secrets, their cooperation can make each other’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’Vru’qos Xioshi has become strained at times as a result.&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’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’t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact’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 appreciation for the domineering and oppressive nature of the megacorporations, and their disdain for 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’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’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’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 “errands” 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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Reformation for pirates isn’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]]. 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. 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 ‘sanctioned employment’: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee’s history. 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’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’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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== 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’t live up to much in the eyes of the modern scholar.&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’ 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’t know is around this time was the discovery of Ha’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’t be answered for a few years still, and Variz’s rise to prominence lead to the establishment of piracy as a mainstay form of ‘employment,’ 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’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’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’t heed his demands, and while they respected him, they thought the notion foolish and didn’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’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’s demise, it was pushed into practice. Ha’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’s claw prints. &#039;&#039;&#039;Unathi that don’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’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’zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha’zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha’zana’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’zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz’iz, Galzifrax’s Refuge. Iz’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 ‘decent severity.’&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’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’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’s policies and rule, especially towards his religion, as well as the notion that a family’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’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’s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen’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’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’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’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— at least, annoy him. Considered both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps the largest and most resourceful pirate fleet out there, after the Grim Compact.&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. 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 2443, when his ship&#039;s Bluespace drive malfunctioned as his captain pushed it too hard, causing the whole spacecraft to implode and be crushed under its own generated field. 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 and that, by the time he&#039;ll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after.&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 [[Jargon 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 Jargon 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’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 [[Marauders#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’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.&lt;br /&gt;
[[File:Hiskyn.png|thumb|right|Flag of the Revanchists. Done by CNEGecko#9618 on Discord.]]&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 [[Unathi Religion#Sk&#039;akh|Sk&#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’raq’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.&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 what is a 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 [[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 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’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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{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=24990</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=24990"/>
		<updated>2022-06-29T11:28:53Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: &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 ‘Pirate Marks’ refer to not only a person’s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one’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’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’s gender, sexuality, religion, and previous status— rarely have any bearing on someone’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’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’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 ‘tyranny’— 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’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. Done by Captain Gecko#9618 on Discord.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn’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’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’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’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’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’s quartermaster has so many tasks that it isn’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’s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel’s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain’s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel’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’s right hand or a vesselhide’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’t been issues since the time of sailors on the sea. For starters, a person’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’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 [[Unathi Religion#Th&#039;akh|Th&#039;akh]] called Sik’amakh Th’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’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’amakh Th’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’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’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’t carry the same taboos as they do in traditional Unathi culture. Here, those that don’t enjoy the Aut’akh yet require major augmentation can find refuge among others like them that don’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. Done by Captain Gecko#9618 on Discord.]]&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’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’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’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’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 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’t surrender.&lt;br /&gt;
* A pirate should not cease more than half of a vessel’s property if it is unarmed and doesn’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’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’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’ vessels— though each other in bars and street corners is a different story. This is a result of Ha’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’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’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’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 ‘lack of honor’ 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’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’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]] [[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’s intimate secrets, their cooperation can make each other’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’Vru’qos Xioshi has become strained at times as a result.&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’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’t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact’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 appreciation for the domineering and oppressive nature of the megacorporations, and their disdain for 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’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’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’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 “errands” 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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Reformation for pirates isn’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]]. 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. 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 ‘sanctioned employment’: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee’s history. 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’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’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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== 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’t live up to much in the eyes of the modern scholar.&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’ 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’t know is around this time was the discovery of Ha’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’t be answered for a few years still, and Variz’s rise to prominence lead to the establishment of piracy as a mainstay form of ‘employment,’ 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’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’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’t heed his demands, and while they respected him, they thought the notion foolish and didn’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’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’s demise, it was pushed into practice. Ha’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’s claw prints. &#039;&#039;&#039;Unathi that don’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’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’zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha’zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha’zana’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’zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz’iz, Galzifrax’s Refuge. Iz’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 ‘decent severity.’&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’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’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’s policies and rule, especially towards his religion, as well as the notion that a family’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’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’s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen’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’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’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’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— at least, annoy him. Considered both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps the largest and most resourceful pirate fleet out there, after the Grim Compact.&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. 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 2443, when his ship&#039;s Bluespace drive malfunctioned as his captain pushed it too hard, causing the whole spacecraft to implode and be crushed under its own generated field. 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 and that, by the time he&#039;ll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after.&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 [[Jargon 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 Jargon 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’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 [[Marauders#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’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.&lt;br /&gt;
[[File:Hiskyn.png|thumb|right|Flag of the Revanchists. Done by Captain Gecko#9618 on Discord.]]&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 [[Unathi Religion#Sk&#039;akh|Sk&#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’raq’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.&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 what is a 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 [[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 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’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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[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=24989</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=24989"/>
		<updated>2022-06-29T11:25:21Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: &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 ‘Pirate Marks’ refer to not only a person’s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one’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’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’s gender, sexuality, religion, and previous status— rarely have any bearing on someone’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’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’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 ‘tyranny’— 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’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. Done by Captain Gecko#9618 on Discord.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn’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’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’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’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’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’s quartermaster has so many tasks that it isn’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’s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel’s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain’s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel’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’s right hand or a vesselhide’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’t been issues since the time of sailors on the sea. For starters, a person’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’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 [[Unathi Religion#Th&#039;akh|Th&#039;akh]] called Sik’amakh Th’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’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 and a touch of the Realm of Spirits on the Material Plane 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’amakh Th’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’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’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’t carry the same taboos as they do in traditional Unathi culture. Here, those that don’t enjoy the Aut’akh yet require major augmentation can find refuge among others like them that don’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. Done by Captain Gecko#9618 on Discord.]]&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’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’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’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’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 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’t surrender.&lt;br /&gt;
* A pirate should not cease more than half of a vessel’s property if it is unarmed and doesn’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’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’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’ vessels— though each other in bars and street corners is a different story. This is a result of Ha’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’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’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’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 ‘lack of honor’ 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’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’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]] [[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’s intimate secrets, their cooperation can make each other’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’Vru’qos Xioshi has become strained at times as a result.&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’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’t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact’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 appreciation for the domineering and oppressive nature of the megacorporations, and their disdain for 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’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’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’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 “errands” 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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Reformation for pirates isn’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]]. 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. 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 ‘sanctioned employment’: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee’s history. 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’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’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;
== 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’t live up to much in the eyes of the modern scholar.&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’ 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’t know is around this time was the discovery of Ha’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’t be answered for a few years still, and Variz’s rise to prominence lead to the establishment of piracy as a mainstay form of ‘employment,’ 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’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’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’t heed his demands, and while they respected him, they thought the notion foolish and didn’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’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’s demise, it was pushed into practice. Ha’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’s claw prints. &#039;&#039;&#039;Unathi that don’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’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’zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha’zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha’zana’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’zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz’iz, Galzifrax’s Refuge. Iz’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 ‘decent severity.’&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’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’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’s policies and rule, especially towards his religion, as well as the notion that a family’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’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’s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen’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’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’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’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— at least, annoy him. Considered both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps the largest and most resourceful pirate fleet out there, after the Grim Compact.&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. 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 2443, when his ship&#039;s Bluespace drive malfunctioned as his captain pushed it too hard, causing the whole spacecraft to implode and be crushed under its own generated field. 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;
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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 and that, by the time he&#039;ll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after.&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 [[Jargon 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 Jargon 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’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 [[Marauders#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;
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=== Hiskyn’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.&lt;br /&gt;
[[File:Hiskyn.png|thumb|right|Flag of the Revanchists. Done by Captain Gecko#9618 on Discord.]]&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 [[Unathi Religion#Sk&#039;akh|Sk&#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’raq’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.&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 what is a 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 [[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 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’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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[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=24988</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=24988"/>
		<updated>2022-06-29T11:23:02Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* 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 ‘Pirate Marks’ refer to not only a person’s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one’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’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’s gender, sexuality, religion, and previous status— rarely have any bearing on someone’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’akh are impossibly rare due to their dispassion for violence and 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’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 ‘tyranny’— 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’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. Done by Captain Gecko#9618 on Discord.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn’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’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’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’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’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’s quartermaster has so many tasks that it isn’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’s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel’s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain’s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel’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’s right hand or a vesselhide’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’t been issues since the time of sailors on the sea. For starters, a person’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’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 [[Unathi Religion#Th&#039;akh|Th&#039;akh]] called Sik’amakh Th’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’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 and a touch of the Realm of Spirits on the Material Plane 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’amakh Th’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’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’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’t carry the same taboos as they do in traditional Unathi culture. Here, those that don’t enjoy the Aut’akh yet require major augmentation can find refuge among others like them that don’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. Done by Captain Gecko#9618 on Discord.]]&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’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’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’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’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 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’t surrender.&lt;br /&gt;
* A pirate should not cease more than half of a vessel’s property if it is unarmed and doesn’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’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’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’ vessels— though each other in bars and street corners is a different story. This is a result of Ha’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’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’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’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 ‘lack of honor’ 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’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’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]] [[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’s intimate secrets, their cooperation can make each other’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’Vru’qos Xioshi has become strained at times as a result.&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’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’t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact’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 appreciation for the domineering and oppressive nature of the megacorporations, and their disdain for 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’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’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’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 “errands” 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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Reformation for pirates isn’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]]. 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. 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 ‘sanctioned employment’: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee’s history. 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’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’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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== 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’t live up to much in the eyes of the modern scholar.&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’ 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’t know is around this time was the discovery of Ha’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’t be answered for a few years still, and Variz’s rise to prominence lead to the establishment of piracy as a mainstay form of ‘employment,’ 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’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’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’t heed his demands, and while they respected him, they thought the notion foolish and didn’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’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’s demise, it was pushed into practice. Ha’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’s claw prints. &#039;&#039;&#039;Unathi that don’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’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’zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha’zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha’zana’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’zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz’iz, Galzifrax’s Refuge. Iz’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 ‘decent severity.’&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’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’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’s policies and rule, especially towards his religion, as well as the notion that a family’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’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’s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen’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’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’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’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— at least, annoy him. Considered both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps the largest and most resourceful pirate fleet out there, after the Grim Compact.&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. 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 2443, when his ship&#039;s Bluespace drive malfunctioned as his captain pushed it too hard, causing the whole spacecraft to implode and be crushed under its own generated field. 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 and that, by the time he&#039;ll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after.&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 [[Jargon 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 Jargon 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’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 [[Marauders#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’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.&lt;br /&gt;
[[File:Hiskyn.png|thumb|right|Flag of the Revanchists. Done by Captain Gecko#9618 on Discord.]]&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 [[Unathi Religion#Sk&#039;akh|Sk&#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’raq’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.&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 what is a 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 [[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 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’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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[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=24987</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=24987"/>
		<updated>2022-06-29T11:14:14Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: &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 ‘Pirate Marks’ refer to not only a person’s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one’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’t find [[Aut’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’s gender, sexuality, religion, and previous status— rarely have any bearing on someone’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’akh are impossibly rare due to their dispassion for violence and 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’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 ‘tyranny’— 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’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. Done by Captain Gecko#9618 on Discord.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn’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’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’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’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’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’s quartermaster has so many tasks that it isn’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’s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel’s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain’s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel’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’s right hand or a vesselhide’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’t been issues since the time of sailors on the sea. For starters, a person’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’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 [[Unathi Religion#Th&#039;akh|Th&#039;akh]] called Sik’amakh Th’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’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 and a touch of the Realm of Spirits on the Material Plane 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’amakh Th’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’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’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’t carry the same taboos as they do in traditional Unathi culture. Here, those that don’t enjoy the Aut’akh yet require major augmentation can find refuge among others like them that don’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. Done by Captain Gecko#9618 on Discord.]]&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’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’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’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’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 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’t surrender.&lt;br /&gt;
* A pirate should not cease more than half of a vessel’s property if it is unarmed and doesn’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’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’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’ vessels— though each other in bars and street corners is a different story. This is a result of Ha’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’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’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’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 ‘lack of honor’ 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’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’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]] [[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’s intimate secrets, their cooperation can make each other’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’Vru’qos Xioshi has become strained at times as a result.&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’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’t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact’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 appreciation for the domineering and oppressive nature of the megacorporations, and their disdain for 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’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’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’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 “errands” 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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Reformation for pirates isn’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]]. 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. 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 ‘sanctioned employment’: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee’s history. 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’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’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;
== 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’t live up to much in the eyes of the modern scholar.&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’ 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’t know is around this time was the discovery of Ha’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’t be answered for a few years still, and Variz’s rise to prominence lead to the establishment of piracy as a mainstay form of ‘employment,’ 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’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’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’t heed his demands, and while they respected him, they thought the notion foolish and didn’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’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’s demise, it was pushed into practice. Ha’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’s claw prints. &#039;&#039;&#039;Unathi that don’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’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’zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha’zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha’zana’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’zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz’iz, Galzifrax’s Refuge. Iz’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 ‘decent severity.’&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’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’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’s policies and rule, especially towards his religion, as well as the notion that a family’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’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’s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen’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’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’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’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— at least, annoy him. Considered both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps the largest and most resourceful pirate fleet out there, after the Grim Compact.&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. 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 2443, when his ship&#039;s Bluespace drive malfunctioned as his captain pushed it too hard, causing the whole spacecraft to implode and be crushed under its own generated field. 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 and that, by the time he&#039;ll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after.&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 [[Jargon 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 Jargon 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’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 [[Marauders#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’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.&lt;br /&gt;
[[File:Hiskyn.png|thumb|right|Flag of the Revanchists. Done by Captain Gecko#9618 on Discord.]]&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 [[Unathi Religion#Sk&#039;akh|Sk&#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’raq’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.&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 what is a 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 [[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 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’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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{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=24986</id>
		<title>Template:Navbox Unathi Lore</title>
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		<updated>2022-06-29T11:03:56Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: Adding pirates&lt;/p&gt;
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| align=&amp;quot;left&amp;quot; | [[Moghes]]  ·  [[Ouerea]]  ·  [[Uueoa-Esa]]  ·  [[Notable Unathi Colonies]]&lt;br /&gt;
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| align=&amp;quot;left&amp;quot; | [[Izweski Nation]]  ·  [[Aut&#039;akh]]  ·  [[The Wasteland]]  ·  [[Unathi Guilds]]  ·  [[Unathi Piracy]]&lt;br /&gt;
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| align=&amp;quot;left&amp;quot; | [[Unathi History]]  ·  [[Contact War]]  ·  [[Unathi Recent Events]]  ·  [[Notable Unathi]]&lt;br /&gt;
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| align=&amp;quot;left&amp;quot; | [[Unathi]]  ·  [[Unathi Religion]] ·  [[Unathi Honor]]  ·  [[Unathi Military Structure]]  ·  [[Skalamar University Of Medicine]]&lt;br /&gt;
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		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=24985</id>
		<title>Unathi Piracy</title>
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		<updated>2022-06-29T11:03:38Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: Unathi Piracy&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 ‘Pirate Marks’ refer to not only a person’s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one’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’t find [[Aut’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’s gender, sexuality, religion, and previous status— rarely have any bearing on someone’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’akh are impossibly rare due to their dispassion for violence and 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’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 ‘tyranny’— 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’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. Done by Captain Gecko#9618 on Discord.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn’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’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’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’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’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’s quartermaster has so many tasks that it isn’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’s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel’s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain’s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel’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’s right hand or a vesselhide’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’t been issues since the time of sailors on the sea. For starters, a person’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’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 [[Unathi Religion#Th&#039;akh|Th&#039;akh]] called Sik’amakh Th’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’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 and a touch of the Realm of Spirits on the Material Plane 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’amakh Th’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’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’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’t carry the same taboos as they do in traditional Unathi culture. Here, those that don’t enjoy the Aut’akh yet require major augmentation can find refuge among others like them that don’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. Done by Captain Gecko#9618 on Discord.]]&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’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’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’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’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 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’t surrender.&lt;br /&gt;
* A pirate should not cease more than half of a vessel’s property if it is unarmed and doesn’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’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’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’ vessels— though each other in bars and street corners is a different story. This is a result of Ha’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’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’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’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 ‘lack of honor’ 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’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’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]] [[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’s intimate secrets, their cooperation can make each other’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’Vru’qos Xioshi has become strained at times as a result.&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’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’t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact’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 appreciation for the domineering and oppressive nature of the megacorporations, and their disdain for 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’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’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’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 “errands” 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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Reformation for pirates isn’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]]. 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. 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 ‘sanctioned employment’: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee’s history. 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’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’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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== 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’t live up to much in the eyes of the modern scholar.&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’ 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’t know is around this time was the discovery of Ha’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’t be answered for a few years still, and Variz’s rise to prominence lead to the establishment of piracy as a mainstay form of ‘employment,’ 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’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’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’t heed his demands, and while they respected him, they thought the notion foolish and didn’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’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’s demise, it was pushed into practice. Ha’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’s claw prints. &#039;&#039;&#039;Unathi that don’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’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’zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha’zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha’zana’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’zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz’iz, Galzifrax’s Refuge. Iz’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 ‘decent severity.’&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’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’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’s policies and rule, especially towards his religion, as well as the notion that a family’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’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’s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen’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’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’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’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— at least, annoy him. Considered both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps the largest and most resourceful pirate fleet out there, after the Grim Compact.&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. 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 2443, when his ship&#039;s Bluespace drive malfunctioned as his captain pushed it too hard, causing the whole spacecraft to implode and be crushed under its own generated field. 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 and that, by the time he&#039;ll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after.&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 [[Jargon 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 Jargon 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’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 [[Marauders#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’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.&lt;br /&gt;
[[File:Hiskyn.png|thumb|right|Flag of the Revanchists. Done by Captain Gecko#9618 on Discord.]]&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 [[Unathi Religion#Sk&#039;akh|Sk&#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’raq’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.&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 what is a 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 [[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 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’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;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Hiskyn.png&amp;diff=24984</id>
		<title>File:Hiskyn.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Hiskyn.png&amp;diff=24984"/>
		<updated>2022-06-29T10:59:32Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flag of the Revanchists.&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Izharshan.png&amp;diff=24983</id>
		<title>File:Izharshan.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Izharshan.png&amp;diff=24983"/>
		<updated>2022-06-29T10:57:09Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unathi space ships oooo&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Varizflag.png&amp;diff=24982</id>
		<title>File:Varizflag.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Varizflag.png&amp;diff=24982"/>
		<updated>2022-06-29T10:55:31Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: &lt;/p&gt;
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&lt;div&gt;A general flag for Unathi. Handaxes and skulls or depictions of Unathi heads are common.&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=24801</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=24801"/>
		<updated>2022-05-22T15:56:49Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: Adds disabilities for unathi, adds some syntax fixes&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 Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
The Unathi (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 Nanotrasen 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 Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#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 fiercely 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;
&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;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
&lt;br /&gt;
The following groups, however, cannot be Heads of Staff: [[Aut&#039;akh]], 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;
== 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 Coloration ====&lt;br /&gt;
Unathi are also often born into one of four major scale color categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in color while remaining predominantly white. Traditionally these off-colored 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 colorations were more represented in some areas than other, and thus, many shades of these colors 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-colored 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-colored 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-colored 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 colors. They are a more common color 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 harboring such colors 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 colors, barring albino, do not mix in the traditional sense: 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 colors 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;Color 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 color can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
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Below are some examples of Unathi scale color 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;
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{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi color ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black coloration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
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!Unusual Unathi color ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue coloration range]]&lt;br /&gt;
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&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
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&#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 coloration more often than not. As the name suggests, it is quite comparable in color 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 of the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale coloration as more feminine.&lt;br /&gt;
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&#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 coloration 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;
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&#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 color 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 Colored:&#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 coloration, 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 color…&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 coloration 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 coloration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colors are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such coloration 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, 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 color and popularity that led to the locals, and soon enough, the rest of Moghes, referring to scale coloration seen so often around the area.&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 coloration 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 coloration were blurry, even before the Contact War, with stories speaking of such colorations having divine origins, from other speaking of a curse, depending of who you ask. In any case, such a coloration 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 color 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 color 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 coloration 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 coloration 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 coloration 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 coloration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colorations 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;
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==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale coloration, 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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&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
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[[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 colorations 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 colors, so long as they remain in natural Unathi color 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 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 arboring 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 tend to not 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;
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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 labled 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 color; while typical for Unathi to have colors like orange, red or green, albinism can shift the eye color 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 albinosm 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 colored 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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== Religion == &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;
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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 [[Unathi Religion#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 [[Unathi Religion#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 [[Unathi Religion#The Aut&#039;akh Heathens|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 [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Unathi have a variety of behaviors, sayings, and customs that other species would find odd and peculiar.&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;
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;
=== Social Behavior 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;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Moghean ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&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 arch over nearly all Unathi universally.&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 and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&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;
=== 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;
Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean ===&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;
=== The Zandiziite Games ===&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;
[[Zandiziite Games|A more in-depth description can be found here.]]&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 it’s 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 of the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale coloration, 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 ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, 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-Hegemony 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 Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead 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 crises, 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 kind of major lifestyles In Izweski. 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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=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&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;zars hands are called [[Izweski_Nation#Hands_of_the_Hegemon | 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 has not only the  job to help their lord fight wars, but also to prevent them from starting. Nearly all Unathi lords still follow the tradition of having their Claws conduct diplomacy in their name, striking agreements with rival clans and lords, warding off the red tides of 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 assisnation. Spymasters also keep tabs on the local population for their lord, silencing dissent and ensuring loyalty. Lies, plots, and secrets are the bread and butter of spymasters, and those who have mastered the position are viewed by others with a certain weariness, afraid they might turn on them one day. Spymasters within the Hegemony are only women.&lt;br /&gt;
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==== Court Shaman ====&lt;br /&gt;
A position originally started by the more political Sk’akh religion, it has since been adopted by Th’akh nobles as well. The primary responsibility of the court priest is to offer spiritual advice to their lord and to cement the political and cultural importance of religion. Secondarily, Court Priests have a duty to help the faithful bring their grievances to their lord and tend to the connection between the ruling nobility and their subjects. People in this position tend to be men, though Th’akh’s adoption of the practice, as well as the rare female Priest of the Aspect, has seen some women participating in the role&lt;br /&gt;
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==== High Speaker ====&lt;br /&gt;
A newer position, the High Speaker&#039;s primary job is to work in the noisy and complex world of public relations for their noble. Very few ruling nobles have a High Speaker as one of their Hands, either relying on their spymaster for knowledge of what others think of them, or do not deem public relations as important to their management of their lands. Rulers who choose to incorporate a High Speaker as one of their hands tend to be more predominant within their larger realm, such as one of the two Overlords within the Hegemony, or have lands whose industry relies heavily on skilled guildsmen who cannot be ordered around as simply as peasants. Gender does not matter for high speakers, and few nobles even have an alien high speaker should their realm have a heavy mega corporate presence.&lt;br /&gt;
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=== 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 oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&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 [[Unathi Religion|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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== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&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 [[Galactic Standard Time]]. 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;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. 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;Sarakas 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 Endevour, 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 Sarakas 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;2433&#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;2437 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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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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&#039;&#039;&#039;Guwandi are not an option on station,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition 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 NanoTrasen 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 Aurora station!&#039;&#039;&#039;&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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		<author><name>Haydizzle</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Izweski_Nation&amp;diff=24736</id>
		<title>Izweski Nation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Izweski_Nation&amp;diff=24736"/>
		<updated>2022-05-15T21:45:52Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Consular Officer */&lt;/p&gt;
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= Overview =&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
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The Third Hegemony of the Izweski Nation is a developing feudal monarchy ruled by a single monarch, known as the Hegemon, who rules and leads the Hegemony as a political and somewhat spiritual paragon. The country is also made up of hundreds of land-owning noble clans and many more clans under them, of which a few dozen noble clans are major influencers in the politics of the Hegemony. Not&#039;zar and the Izweski clan leads the Hegemony, eager to expand their influence out into the stars while resolving the conflicts on [[Moghes| Moghes]].&lt;br /&gt;
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Since the [[Contact War]], the Hegemon has remained an inflated entity by the victory over their ancient enemy, the Traditionalists. Though scorched by nuclear armageddon, the Hegemony has since exploded out of their capital and began the colonization of Traditionalist lands and of faraway planets. The path to domination was not easy, however; Hegemon S&#039;kresti fell into a coma and [[Notable_Unathi| Not&#039;zar]] made his ascension to the throne, claiming himself regent before any other heir could. The rise and fall of the [[Unathi_Religion| Sk&#039;akh]] Church also menaced the careful religious balance of the Hegemony which was further inflamed by the rise of Hegemon S&#039;kresti and his conversion to Si&#039;akh. The Hegemon, subject to a Civil War between the Sk&#039;akh Church versus the apostle Hegemon, nearly tore the Hegemony apart.&lt;br /&gt;
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After S&#039;kresti&#039;s assassination, Not&#039;zar has officially assumed the title of Hegemon. The conflict has officially been declared as over, but the various enemies of the Hegemony conspire their revenge. Discrimination runs rampant among Unathi society, whether against those of a lower standing, Unathi seen as not conforming to their role in the empire, the acolytes of other religions, or even the criminal underclass of Guwan. Despite these challenges, the Izweski Hegemony is seen as the most profitable and budding economy among Unathi thanks to imperial mercantilist policy, and even Unathi that oppose Not&#039;zar&#039;s rule flock to their walls in an attempt to carve out and seek a better life.&lt;br /&gt;
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Not&#039;zar thankfully does not take after his father. Favoring shrewd and savvy politics, the Hegemon of the Izweski Nation has worked on undoing the political damage his father, S&#039;kresti Izweski, had created by partaking in numerous wars with neighboring countries and even within the Hegemony itself. The reformation back to a truly honorable state is a slow one, though no change worth going through is ever done quickly.&lt;br /&gt;
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= History =&lt;br /&gt;
The modern Izweski Nation is an aberration when regarded with the entirety of Moghean history. In the First, Second, and the start of the Third Hegemony, the Hegemony has always had to defend against the Traditionalists, fear uprisings from bitter lords, and maintain power over the guilds and the Sinta of the Hegemony; the end of the Contact War showed a marked change in the current age. Nevertheless, the history of the Hegemony is the history of Moghean civilization, and more information can be found [[Unathi_History|here]].&lt;br /&gt;
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= Feudalism and Society =&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, merchants, aliens, and then there are the people at the bottom — the peasantry, guwan, and more. The reverence of honor continues to be a major player in Unathi society even to this day. Conservative cultural norms, such as the importance gender plays in deciding somebody&#039;s role in society, strong religious zeal, and arranged marriages, are upheld and persevere due to the stubbornness native to Unathi.&lt;br /&gt;
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Despite a culture clinging to the past, technology relentlessly propels forward. More factories and more food and more people are always a necessity, though certain solutions have presented themselves to the meek in recent years. Salvation lies at the end of smuggling for many. For the nobility and the merchants, never has the potential for opportunity been so close. The Hegemony has been slow to recover since the Contact War, and though the nobility and merchants may be divided, a weak kingdom spawns mercenary lords. Deceit, treachery, and fighting have always been a mark of the elite in the Hegemony, and that has not changed — but the stakes are ever higher for nobility and peasantry alike, especially with the introduction of megacorporations and alien technology. Through an indirect imperialistic approach, the Hegemony pushes acts and legislation favorable to the various Unathite guilds that dominate the economy. Most if not all Unathi are part of the Unathi Guilds, either as a worker or as a shareholder. Anyone in the Hegemony looking to run a business, work skilled labor, or even commit to the arts must be registered with the appropriate guild before able to do so. The feudal system is an outdated relic, and with the growing prominence of guilds, if one plays their cards right, a clan can end up in the emerging &amp;quot;middle-class&amp;quot; that threatens a system that has worked well until now.&lt;br /&gt;
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=== Feudalism ===&lt;br /&gt;
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into six distinct castes, each of which usually prevents upward mobility in this society. Men and women often have different roles and responsibilities depending on which caste they are in, and a man or woman jumping into a role that is typically meant for the opposite sex can lead to becoming a social pariah.&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. For Honor and the Hegemon!]]&lt;br /&gt;
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&#039;&#039;&#039;The nobility&#039;&#039;&#039; or &#039;&#039;&#039;Sanza&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan members. These are the landed elite of the 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. Warriors, healers, and distant family that swear allegiance to the clan are considered part of the noble clan, but are not actual nobility.&lt;br /&gt;
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&#039;&#039;&#039;Shaman&#039;&#039;&#039; or &#039;&#039;&#039;Akh&#039;&#039;&#039; is the general term for any Unathite clergy; priests however are exclusively members of the dead 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.&lt;br /&gt;
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&#039;&#039;&#039;Healers&#039;&#039;&#039; or &#039;&#039;&#039;Riz&#039;akh&#039;&#039;&#039;  are, as their name implies, doctors. Like shamans, it takes many years studying and learning to become an official healer. A well-studied healer will typically swear allegiance to a noble clan (including their own clan) and treat for their clan only. Large noble clans have entire hospitals and multiple healers dedicated for their needs, while smaller clans may only employ one healer. This tradition has come to change, however--after the Contact War, the need for healers increased drastically due to the effects of radiation on Unathi. The Hegemon finances prospective healers to study abroad or at the Skalamar University of Medicine so that they may join public hospitals, paid at a similar (albeit lesser rate) than healers that are in service to a noble clan. Notably, even peasants have even been awarded this scholarship, though they must prove their skill at healing beforehand. Nurses are not considered at the same level as healers and are pulled from the general populace who have some knowledge of healing.&lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039;, known as &#039;&#039;&#039;Saa&#039;[clan]&#039;&#039;&#039;, are soldiers that fight under the banners of their Lords. They are seen as an ideal for male Unathi to strive for. They attach themselves to noble clans (including their own) and fight in that clan&#039;s conflicts, and clans are expected to give their warriors to the Hegemon in the event of war (provided it is not a civil war). Warriors are expected to follow the Warrior&#039;s Code perfectly. Warriors, like Healers, are pulled from the entirety of the populace, but it is up to that noble lord&#039;s discretion on who to promote. Warriors could be trained from birth in the family of the noble, a levyman that distinguishes himself in battle, or a random farmer forced into training--whatever the noble decides. Warriors, in peace time, guard their noble clan or serve in the Hegemony. Warriors are occasionally awarded land for their service, either by their overlord or the Hegemon himself. Warriors who attach themselves to the Hegemony himself and not any noble family are known as Kataphracts.&lt;br /&gt;
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&#039;&#039;&#039;Kataphracts&#039;&#039;&#039; or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039;, are an ancient class of warriors that has recently been revived by Not’zar Izweski. They attach themselves to the Hegemony itself rather than a clan and follow the [[Unathi Honor|Warrior&#039;s Code of Honor]] strictly. When they are not summoned to do battle for the Izweski, Kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another Kataphract if they prove themselves in battle to be especially brave and worthy, though lords are hesitant to hand off their best warriors to the Hegemon. Women cannot become Kataphracts; only those that claim the soul of a warrior may become one. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Kataphracts as a result take to adventuring across the galaxy to earn credits and make their name, and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle. &lt;br /&gt;
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Besides their ventures in the frontier and Tau Ceti, the Kataphracts were purchased as mercenaries by the People’s Republic of Adhomai to fight in the [[Tajaran_Military_Structures#The_S&#039;rend&#039;marr_Coalition|S&#039;rend&#039;marr Coalition]]. They were utilized to primarily protect urban areas and officials. The Kataphracts suffered heavily in their deployment however, struggling to balance their precepts of honor with the harsh reality of guerilla war on Adhomai. Their experiences left them embittered against Tajara of the DPRA, a feeling many Hegemony clans would share following the [[Gakal&#039;zaal|Gakal&#039;zaal conflict]]. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039; or &#039;&#039;&#039;Zo’saa&#039;&#039;&#039;, are Unathi that have pledged themselves to the life of a Kataphract, yet are not appointed. They are warriors that have attached themselves to the Hegemony, but have not actually been appointed a Kataphract by the Hegemon. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways, in accompaniment with real Kataphracts. Many Kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and the goal of &amp;quot;Kataphract-hood&amp;quot;, tested against the well known trend of the star system to break down conservative Unathite beliefs. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a Kataphract.&lt;br /&gt;
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&#039;&#039;&#039;Spies&#039;&#039;&#039; or &#039;&#039;&#039;Zo&#039;kaa&#039;&#039;&#039;, occupy the same rank as the warriors for Unathi, being the female counterpart to the warrior caste. Similarly, while male Unathi look up to warriors as an ideal, women look up to spies with an equal amount of reverence. Spies, however, are in an often unique position - a majority often serve their Lords for whatever intelligence they are looking to collect, but can also be reached out to by spymasters should they be looking for dangerous elements, especially in outlying territories. Generally speaking, &#039;&#039;&#039;spies&#039;&#039;&#039; are often what humans consider to be detectives of sorts, and lower rank and file spies work as investigators. Some spies specialize in gathering information through subtle questioning and incentivizing cooperation, while others are masters in infiltration and blending in. &lt;br /&gt;
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&#039;&#039;&#039;Spymasters&#039;&#039;&#039; or &#039;&#039;&#039;Kaa&#039;&#039;&#039;, are a relatively new class, also generated by Not&#039;zar Izweski (with rumors speculating heavy influence from his interest, spymaster Hizoni Razi, in their development). Spymasters are those that gain a reputation by word of mouth between those that would seek their employment - namely, powerful Lords, merchants, priests, and other figures of influential clans. Such spymasters become operators themselves of other spies, using their experience to give potential leads, offer guidance to newer spies, and take up larger work from the Izweski Hegemony. Spies themselves do not attach themselves to specific clans, and are instead forced to serve whomever their spymaster decrees.&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 either men or women; men often become the skilled laborers (as they are most notable for being blunt), while women usually are the outward face of any aspects regarding external business. There are a few exceptions, but those that stray from these norms within Unathite culture are shunned and face a more difficult uphill battle in gaining recognition and becoming successful. Peasants who work for guilds are not considered guildsmen.&lt;br /&gt;
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[[File:Fuedalism.png|thumb|A visual representation of Unathite feudalism.]]&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living in slums and working in guild factories. Peasants have zero political power and are at the mercy of their overlords. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land. Peasants only have meager influence when organized into clans, in which they can appeal for better things to their lord or guild, like a crude worker&#039;s union. This is how peasants ascend to the middle class, though they are still at the whims of their lord--and if a lord or guild dislikes what you or your clan is doing, you will be immediately stomped out.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathite society. They are untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever-advancing upwards. They typically work the worst jobs and sleep on the street, as they are not allowed to own property. Aut&#039;akh usually end up in this caste as well, as most of them are denounced by their clan or Lord.&lt;br /&gt;
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=== Lives of the Peasantry ===&lt;br /&gt;
There exist two forms of life for peasants in the Izweski Nation: rural and urban. For rural Sinta, there is not much life outside of working and praying. Ever since the Contact War, the Hegemony has had a refugee crisis and a food crisis, which necessitated the rebirth of aquaculture in a real way. Loyal noble families and the clans under them were moved out to the Southlands and the Traditionalist remnants to fish for the fishing guilds as a result. Clans live next to other clans in either huts or apartments, often salvaged from the nearby Wasteland. There is little social mobility compared to the urban peasants as no noble family is going to let their clans relocate to the city. The budding and growing aquaponics industry requires talented minds to build habitats, run fishing systems, keep up maintenance, and teach new techniques. As such, especially gifted Unathi can find their way to the city or even off-world for education. Forlorn Sinta often take their chances in the Wasteland or with smugglers, and desertion is at an all-time high for rural peasant Unathi. The nobility in this region are poor compared to their urbanite rivals and have recently taken to the practice of signing their peasants with Hephaestus or other guilds for work. Loyal serfs are sometimes sent to work for these corporations at much higher wages and send their money back to the nobility. These endeavors, especially if they go out into space, are accompanied by dozens of peasants and some of the nobility to keep them in line. Occasionally, these peasants disappear into the alien streets, a great dishonor to their clan.&lt;br /&gt;
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For the urban Unathi, the potential to move up is greater. Since the money the factory guilds send is not immediately devoured by the nobility, an enterprising clan can quietly collect money. Marriages are done to merge these clans and create a giant cell of cooperating impoverished Unathi. If they send enough of their children to the stars and have a little luck, they could potentially ascend to the mystical middle class, which mutually benefits the lords of the peasants by taking a bigger cut of their larger wages. Middle-class Sinta can live better, get better wages, and half-live in the 25th century and not the 19th. This end-goal is hard to reach though, and many clans that serve the same lord would gladly betray their cohorts to ascend for themselves. Moving from the slums on the outskirts of the city to the towering buildings of the innercity is a challenge — peasant Unathi are easily identified by their appearances and the scent of the slums, and vengeful nobility may view them as workers stepping out of line. One either climbs into the apartments of the modern Hegemonic city, or falls from the forts and ancient homes of the noble district down to the middle class, and those who fall are not keen to share their buildings with starry-eyed peasants.&lt;br /&gt;
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The modern city in the Hegemon is composed of the slums and factories on the outskirts of the city. The relatively high-tech interior is fashioned with apartments and restaurants and stores with the noble and typically ancient districts in the middle. The nobility, while not residing in giant skyscrapers, has the most amount of alien technology and presence bar none. Connected to wizened fortresses are state-of-the-art communication centers, bathrooms, holo-theaters, and more. The whiplash from sandstone and brick paths to metal roads and maglev trains is exhausting for newcomers, yet normal life for the nobility. Getting evicted from the district by bad luck or malicious intent is humiliating, and noble families are willing to do anything to crawl out of the &amp;quot;impoverished&amp;quot; inner-city back to their ancestral homes. Despite alien influence, Hegemonic life has never been more mercenary.&lt;br /&gt;
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=== Gender Roles ===&lt;br /&gt;
Women and men have different expectations in Hegemony society, with men being expected to follow a semblance of [[Unathi_Honor#Honor_for_the_Warrior|the Warrior&#039;s Code]] and women following [[Unathi_Honor#Honor_for_Women|the Matriarch&#039;s Code]] - the difference between the two allowing variety in lifestyles. The cultural impact of these ideals have made men and women seem at odds in society, where you have to prove how your ideals are beneficial to the task you&#039;re born into. &lt;br /&gt;
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=== Relationships and Marriage ===&lt;br /&gt;
Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Unathi Religion|Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled. The Hegemony rules all.]]&lt;br /&gt;
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Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;man and woman&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
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Divorces in the Izweski Hegemony must be requested through the Sk&#039;akh Church, where a member of the clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses&#039; clan - a woman is often seen as being unable to do something so violent against another soul.&lt;br /&gt;
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Oftentimes, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, and women display acts of debate or healing. 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 man and best woman are fated for each other.&lt;br /&gt;
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=== Social Behavior and Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan elder or leader would be referred to by the name of their clan, a squad leader by the name of their squad, and so forth. It is extremely rude to not look at someone addressing you. These are normal behaviors inherent to the Izweski Nation — [[Unathi#Social_Behavior_and_Mannerisms|Unathi have a much wider array of behavior common to them all.]]&lt;br /&gt;
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= Religion =&lt;br /&gt;
All of the nobility is mostly Sk&#039;akh with some Th&#039;akh, and the same can generally be said for the peasantry. Sk&#039;akh acts at the dominant religious authority within the Izweski Nation, and as such, anyone following the Church can expect no censure or discrimination from the other religions. Th&#039;akh does not face too much persecution within the borders of the Izweski Nation; some discrimination still remains from more hardline acolytes and the Church itself, however. Th&#039;akh practitioners and shamans are not all entitled to the same wealth and benefits the Sk&#039;akh clergy receive though, and as a result, the shamans of the caste belonging to Th&#039;akh are lower on the totem pole, so to speak. Nonetheless, Th&#039;akh worshippers themselves rarely face hardship based on the merit of their beliefs alone.&lt;br /&gt;
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The two most notable exceptions (and perhaps extreme denominations, in a way) to these major faiths are the Aut&#039;akh degenerates and the Si&#039;akh heretics. Aut&#039;akh — the religion is synonymous with treason. Their ideology, which vehemently disagrees with the Hegemony&#039;s authoritarian practices, is seen as a radical threat. The real Aut&#039;akh dwell amongst the underbelly of the Hegemony, silently converting and spreading their word, and the Hegemony is doing everything they can to stop the flow of this potential rebellion. Rival Lords may be accused of helping out the Aut&#039;akh cause, and any undesirables may be branded as Aut&#039;akh so they become ostracized and their ideals pushed away from society. The Si&#039;akh heresy is viewed more as a benign entity; they may preach and convert, but at least they aren&#039;t in open opposition to the Hegemony. While Si&#039;akh peasants are mistrusted and often regulated to their own slums, they are not nearly subjected to the same discrimination that Aut&#039;akh must deal with. The recent subversion of S&#039;kresti by Juzida has caused much alarm, however, and every Si&#039;akh may now be a potential agent for their messiah to wreak havoc.&lt;br /&gt;
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=== Religious Tension ===&lt;br /&gt;
Even since the First Hegemony, the Izweski Nation has always had Th&#039;akh and Sk&#039;akh, the two religious pillars of their dear country (though Sk&#039;akh always represented the Hegemony more). The Hegemony has always been seen as the temporal lord of all of Th&#039;akhdom and Sk&#039;akhdom — not as a pontiff, but as a representation of the spiritual populace. Interreligious marriage has always been common, so there existed little animosity between the two religions; this collapsed after the Contact War and the establishment of the Sk&#039;akh Church.&lt;br /&gt;
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Though the Iron Masks and Unzi&#039;s powers are faded, religious tensions are quite high. Most noble families converted to Sk&#039;akh to curry favor with the Church, but some of the converts have reconverted back to their Th&#039;akh ancestral roots after Unzi was &amp;quot;dethroned.&amp;quot; While Th&#039;akh lords may be lying in wait, the destruction of the Akhanzi Order has not been lost on them; most are prepared to retaliate if Sk&#039;akh lords eat up their lands under the guise of a religious crusade. Similarly, Sk&#039;akh lords are fearful of Th&#039;akh retribution for the sins of the Church. Nowadays, Sk&#039;akh is painted as the civilized, Hegemonic religion, while Th&#039;akh is portrayed as the Traditionalist and backwater faith. Inversely, Sk&#039;akh may be seen as the imperializing and apathetic religion, with Th&#039;akh being seen as the ancient and most pious faith.&lt;br /&gt;
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= Language =&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. This language came about due to the prominence of the Izweski Nation and its impact on trade; it is an evolution of an older Moghean trade language, Sinta&#039;Izwe. Many dialects exist, from the Torn City&#039;s Seawash to the Highborn tongue of capital, to even the rural Simplified dialect.&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 and top to bottom, though this was an attempt to emulate humanity, as informal and less educated Sinta&#039;Unathi still write right to left.&lt;br /&gt;
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=== History of Sinta&#039;Unathi ===&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100s, the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
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The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking its modern form.&lt;br /&gt;
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One of the first things to go was scratching wooden tablets with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. Scribes and writers could be identified by having stained talons, a trend that became more style than practical after the printing press came into use. Even in modern times, Unathi that want to appear intellectual often paint their talons.&lt;br /&gt;
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= Government and Power =&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;
The Izweski Nation both in the past and present has been ruled by a single Hegemon who rules over the entirety of the land and populace, including all of the nobility. While the Hegemon technically overrules the power that exists in the land-owning elites, the influence each actor has on each other is in constant flux. Sometimes in the country&#039;s history, the Hegemon has very little power over the nobles and is likely to be deposed if he disobeys their will; other times, the Hegemon divided and washed away the power of the nobility through cunning political maneuvering. This balance of power could shift gradually in one era and in another be flipped in an instant. The Hegemon is under significantly more stress in modern times, however, with external actors such as aliens and guilds worming their way into the lethal ocean of Izweski politics, as well as increasing demand for reform from both rural and urban peasantry. Nowadays, however, the Hegemon has maintained power on his throne and it&#039;s unlikely the Izweski would have to bow down to their noble underlings, should Not&#039;zar continue to serve their interests.&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
The Izweski Hegemony is a feudal-like leadership where the Hegemon holds the most power, yet delegates portions of that power to others. In turn, these officials under the Hegemon delegate to others beneath them and so forth, working down to local towns and individual clans. Not&#039;zar currently is the clan leader of the Izweski and Hegemon of the Izweski Hegemony. Most noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude. Not&#039;zar lives in the Izweski Citadel in Skalamar, and under him are the vassalized Lords who rule their own subjugated states. The Lords are usually clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
Under the Hegemon are the Overlords. They generally control large swathes of territory or bureaucratic functions in the name of the Izweski Hegemony, acting as a portion of the Hegemon&#039;s advisors. Currently, there are five Overlords: two managing sections of the Hegemony itself, an Ouerean Overlord, the K&#039;laxan ruler of Tret, and one for the various smaller colonies and territories, including Gwim&#039;zala. Overlords oversee their own Lords, rulers of different provinces. Unlike the Overlords, the Lords act more as vassals of regions under the Hegemon and the Overlords. 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 male ruler of a specific family clan, and clan leaders are often the most ruthless schemers of the noble ladder.&lt;br /&gt;
&lt;br /&gt;
=== Politics ===&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.&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 [[Unathi_Religion| Aut&#039;akh]] profligates, 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 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), with the lowest lord with the worst land to the highest overlord that governs the province or a city metropolis. 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 itself 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 [[Hephaestus_Industries| Hephaestus]], though due to raids as well as the evergrowing size of the Wasteland, 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;
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 its runnings. 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 may serve as his hand. After all, keep your friends close, but your enemies closer. More information about the specifics of their roles can be found [[Unathi#Hands_of_the_Lord | here.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Rivers:&#039;&#039;&#039; [[Notable_Unathi#Azui_Hutay&#039;zai,_Overlord,_&#039;&#039;Lord_of_the_Wastes&#039;&#039;,_and_&#039;&#039;Izweski_Master_of_Rivers&#039;&#039; | Azui Hutay’zai ]]&lt;br /&gt;
&lt;br /&gt;
The bastion of Traditionalism with the Hegemony and the most traditionalist Hand of the Hegemon, Azui Hutay’zai originally fought for the Traditionalist Coalition during the contact war under his father, but upon taking the reins of his kingdom after nuclear fire bathed the planet, he would forge a peace deal with the Hegemon ensuring his relatively untouched lands would remain that way. Since then he has become one of the most powerful vassals in the Hegemony, rising to become one of the two overlords managing sections of Moghes, as well as becoming a hand of the hegemon, the master of rivers.&lt;br /&gt;
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; Unfilled&lt;br /&gt;
&lt;br /&gt;
Due to political conflict with the church of Sh’akh, this position remains unfilled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord’s Claws:&#039;&#039;&#039; [[Notable_Unathi#Mizaruz_Izweski,_Lord_and_&#039;&#039;Izweski_Lord&#039;s_Claws&#039;&#039; | Mizaruz Izweski]]&lt;br /&gt;
&lt;br /&gt;
A former war hero, Mizaruz was married into the Izweski clan and made Lord’s Claws of the Hegemony shortly after the contact war. He is utterly loyal to Not’zar, but viewed as an incompetent in stragetic 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.&lt;br /&gt;
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, 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 is one of the only two women who have the honor to be a hand of the Hegemon, and a political appointment, the exemplification of the Hegemon’s progressive policies. 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_Razi,_&#039;&#039;Izweski_Spymaster&#039;&#039; | Hizoni Razi]]&lt;br /&gt;
&lt;br /&gt;
The only daughter of guildmaster Keicacu Razi, Hizoni ascended to hegemony wide fame when she defeated a murder plot directed at the Hegemon, killing two of the would be assassins herself. Since then she has continued to protect the Hegemon, shoring up his precarious position anyway she can. It is also rumored that she has an intimate relationship with Not’zar, but nothing has been officially announced between the prospective couple.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
The Unathi economy runs entirely through the Guilds, which are mostly ruled by noble shareholders. High tariffs, imperialism, and protectionism encourage heavy exports and minimal imports, a form of mercantilism. Moghes and its colonies are manufacturing centers used for cheap labor for larger companies in the Spur. The state has the ultimate say in the economy, and picks and chooses which guilds to grant charters for trade in the Spur. All products pass through the state eventually, and each transaction must be approved by an Izweski seal — and, of course, every charted guild must pay a tax to the Izweski, guaranteeing stability and independence for the royal family regardless of the overall market. Megacorporations, barring Hephaestus Industries, have been denied direct access to the Hegemony&#039;s labor pool and mineral resources. Not&#039;zar has appointed expert economists both at home and from abroad to make sure that the Hegemony&#039;s economic interventionism promotes the prosperity of the state; the Hegemon has commonly given out scholarships to budding Unathi political science or economy students in exchange for future government service.&lt;br /&gt;
&lt;br /&gt;
Colonies in the Hegemony economy are highly sought after as they are forced to import their goods back to Moghes — an exclusive market just for the Hegemony. Additionally, the terraforming initiative that the Hegemony has undertaken has, for a while, been unprofitable; the Hegemon now looks to the stars. There are only two colonies under Not&#039;zar&#039;s will, as [[Gakal&#039;zaal]] fell to the [[Democratic_People&#039;s_Republic_of_Adhomai|Al&#039;mariists]]. [[Ouerea|Ouerea]] and [[Notable_Unathi_Colonies|Gwim&#039;zala]] are subject to intense mercantilist policies, and the economies of the colonies are directly affected by the economy of Moghes. Unathi colonies and potential colonies are usually already inhabited by smugglers or raiders, which always slows down the colonization process. After the planet has been pacified, indebted workers and people seeking a new life are sent to work the land in usually horrible conditions. Warriors and guardsmen are sent to keep the local population servile. Companies and noble families are moved out to further settle the land once a colony has proven its worth in raw resources. The Hegemony has kept a careful eye on divergent cultures and peoples blossoming in the new, tough lands ever since the attempted &amp;quot;Ouerean Revolution.&amp;quot; These fostering cultures are stamped out with propaganda and a flood of Warriors. While the Hegemony only has two fully-fledged colonies, the actual number of developing colonies is larger.) Most colonies see success due to the involvement and close investment of Hephaestus, which guarantees the company a hefty share of the planet&#039;s resources.&lt;br /&gt;
&lt;br /&gt;
====Currency====&lt;br /&gt;
The official currency of the Hegemony is the [[Technology#Currencies | Biesel Standard Credit]], recently adopted following the collapse of the Solarian Alliance in late 2463. Seen as a more stable currency by the hegemony in the post-collapse spur, it is most commonly found in the hands of upperclass sinta, who have businesses that cater towards nobility or who do business with the wider spur. Lowerclass sinta will often use a basic bartering system based off of foodstuffs to exchange goods and services instead of a proper currency.&lt;br /&gt;
&lt;br /&gt;
=== The Izweski Hegemony Today ===&lt;br /&gt;
Hegemon Not’zar rules over a Hegemony that is expanding at a great rate. Before first contact, the Hegemony was as it always was, trying to maintain stability despite noble intrusions and Traditionalist threats. The technological divide was clearer than ever with the Traditionalists sorely lacking, but that was always the norm. However, Hegemon S’kresti the Apostate (or the Ascended, depending on who you ask) funneled alien technology into the Hegemony, causing a cascade that resulted in the physical and spiritual destruction of Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
&lt;br /&gt;
Hegemon Not’zar has been trying to pick up the pieces of a shattered world ever since. Not’zar truly believes in the cruelty and tyranny of the Sarakus Clan and has been increasingly lenient for the nobility in the Hegemony. In the early days of Not’zar’s regency, the nobility was at its most divided: clans had to juggle powerful guilds, rival clans snatching away their lands, and the Sk&#039;akh Church&#039;s Iron Masks whisking away heretics for the littlest of transgressions. A need for managing new lands conquered after the war saw nobility moving to Tradionalist lands and new clans being promoted to nobility as well. All of this, however, exploded with S’kresti’s waking. The nobility saw their chance and took it; those on S’kresti’s side hoped the Sk&#039;akh Church&#039;s growing influence would be curbed, and those with the Church wanted a Hegemon that owed them something. Nobility on either side hoped for an increase in power.&lt;br /&gt;
&lt;br /&gt;
Neither side got what they wanted. S’kresti was slain by his own son and Not’zar’s brother, a sin to ancestors and Sinta alike. Not’zar ascended the throne with his father dead and no other heir in sight. To this day, neither the loyalist apostate lords nor the rebels with the ruinous church have been awarded or punished for their actions, and the patient Hegemon intends to keep it that way. The nobility is damaged by war and rivalries have again been enflamed. The diminishing of the Church is a boon, but [[Notable Unathi|Unzi]] still lurks out there. For the nobility, this is their weakest point yet, and some see the Hegemon Not’zar as a kinslaying wretch that laughs at their despair.&lt;br /&gt;
&lt;br /&gt;
For Hegemon Not’zar, he has the benefit of ruling over the entirety of Moghes (only somewhat the lawless Wasteland) and has had the most power and influence over the Hegemony since Hegemon Sruzur the Bold half a millennium ago. He has the most powerful private army on Moghes in the form of the K’lax and Kataphracts, has extensive protection from the Izweski Guwan guard, and is ruling over an accomplished and promising Hegemony. A wise ruler will always fear, however, and that fear comes from the outside. Religious tensions are at an all-time high with the Si’akh heresy having increased confidence from recent events — not to mention the vengeful Unzi and his Iron Masks somewhere in hiding. Finally, the Guild system, now participating in a galactic market, has brought a constant flow of cash into the pockets of both noble shareholders and the Izweski Hegemony alike.&lt;br /&gt;
&lt;br /&gt;
The various diplomatic consuls from the Izweski Hegemony are either clan leaders or prominent members of their clan or are notable priests from the Sk&#039;akh Church. They are chosen from a pool of candidates consisting of Unathi picked by Lords. The role is dominated by men due to them being the preferred sex for clan leaders and the only sex allowed for Sk&#039;akh priests; however, popular healers and spymasters of clans occasionally are chosen by the Hegemony to promote their respective fields and occupations.&lt;br /&gt;
&lt;br /&gt;
==== Consular Officer ====&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;
To play as a &#039;&#039;&#039;diplomatic consul&#039;&#039;&#039; for the Izweski Hegemony, you must have a Command whitelist, change &#039;Nanotrasen Liason&#039; to &#039;Consular&#039;, and select &#039;Izweski Hegemony&#039; as your citizenship. [[NanoTrasen_Liaison#Hegemony_Consular_Officer|You would be the face of the Nobles and Lords of Moghes.]] The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for consulars.&lt;br /&gt;
&lt;br /&gt;
= Technology =&lt;br /&gt;
The rapidly modernizing Izweski Nation is playing catch up with the rest of the galaxy. The urban populaces are enjoying a higher quality of life as technology updates, though the rural peasantry and even the nobility governing them suffers far worse.&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
Civilian technology at its finest, prior to First Contact, was similar to 21st-century human technology in the first couple of decades. Now, entering the intergalactic stage as an uplifted species, the Unathi are gradually seeing technology enter the mainstream that is common throughout the galaxy. However, the rural areas remain dilapidated and poor in quality of life compared to the cities, and although it is changing, the rate is not nearly as fast as the urban population.&lt;br /&gt;
&lt;br /&gt;
==== Rural ====&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 allows for travel to nearby tradeposts, so even though such supplies are expensive to import, one can still obtain them if they have enough coin. These threshbeasts also allow those that work skilled labor to exchange information on techniques to work trades in the city.&lt;br /&gt;
&lt;br /&gt;
Each rural town generally has a radio so important news, orders from a Clan Lord, weather forecasts, and the like can be broadcasted 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.&lt;br /&gt;
&lt;br /&gt;
The most advanced aspect of life for rural clans is the aquaponics system, one that Hephaestus engineers have helped develop to maximize livability for fish in these farms. Most Lords and Clan Lords see to it these systems remain up to date as possible, else starvation and minimal profits will be turned from a given clan.&lt;br /&gt;
&lt;br /&gt;
==== Urban ====&lt;br /&gt;
Urban and suburban locales have their own array of challenges. The guilds control nearly every aspect of the urban economy; they are the &amp;quot;megacorporations&amp;quot; of this world. While transportation, medicine, and a wider array of commodities are available, a good chunk of urban peasants struggle to continue with daily life. No formal system is in place for taking care of the elderly, and the burden of carrying for them — medicine, specialized care, and hospice — they are placed on the younger members of the clan. Debt is bought up by ruling nobility to ensure clans do not attempt to flee the cities, and thus leave their sphere of influence.&lt;br /&gt;
&lt;br /&gt;
Barring the increased costs of better technology, Unathi enjoy easy access to the radio and some cheaper modern equipment. Cheap holoscreens are becoming increasingly common, and the wealthier peasant clans sometimes can afford to buy more than one car.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=24735</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=24735"/>
		<updated>2022-05-15T21:44:57Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Heads of Staff */&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 Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
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{{toc_right}}&lt;br /&gt;
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== Overview == &lt;br /&gt;
The Unathi (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 Nanotrasen 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 Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#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 fiercely 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;
&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;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
&lt;br /&gt;
The following groups, however, cannot be Heads of Staff: [[Aut&#039;akh]], 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;
== 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 scale coloration ====&lt;br /&gt;
Unathi are also often born into one of four major scale color categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in color while remaining predominantly white. Traditionally these off-colored 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 colorations were more represented in some areas than other, and thus, many shades of these colors 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-colored 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-colored 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-colored 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 colors. They are a more common color 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 harboring such colors 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;
&lt;br /&gt;
All colors, barring albino, do not mix in the traditional sense: 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 colors 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;Color 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 color 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 color 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 color ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black coloration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi color ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino coloration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue coloration 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 coloration more often than not. As the name suggests, it is quite comparable in color 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 of the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale coloration 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 coloration 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 color 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;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Colored:&#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 coloration, 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 color…&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 coloration 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 coloration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colors are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such coloration 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, 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 color and popularity that led to the locals, and soon enough, the rest of Moghes, referring to scale coloration seen so often around the area.&lt;br /&gt;
&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 coloration 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 coloration were blurry, even before the Contact War, with stories speaking of such colorations having divine origins, from other speaking of a curse, depending of who you ask. In any case, such a coloration 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 color 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 color that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&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 coloration 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 coloration 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 coloration known as Guzari Night as quite elusive…&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale coloration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colorations 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 coloration, 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 colorations 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 colors, so long as they remain in natural Unathi color 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 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 arboring 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 tend to not 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;
== Religion == &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 [[Unathi Religion#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 [[Unathi Religion#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 [[Unathi Religion#The Aut&#039;akh Heathens|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 [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Unathi have a variety of behaviors, sayings, and customs that other species would find odd and peculiar.&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;
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;
=== Social Behavior 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;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Moghean ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&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 arch over nearly all Unathi universally.&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 and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&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;
=== 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;
Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean ===&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;
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=== The Zandiziite Games ===&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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=== Khaniazwazi - 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 it’s appearance, to make up for what was lost with the Contact War.&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 of the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale coloration, 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 ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, 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-Hegemony 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 Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead 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 crises, 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 kind of major lifestyles In Izweski. 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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=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&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;zars hands are called [[Izweski_Nation#Hands_of_the_Hegemon | 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 has not only the  job to help their lord fight wars, but also to prevent them from starting. Nearly all Unathi lords still follow the tradition of having their Claws conduct diplomacy in their name, striking agreements with rival clans and lords, warding off the red tides of 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 assisnation. 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/Priest: ====&lt;br /&gt;
A position originally started by the more political Sk’akh religion, it has since been adopted by Th’akh nobles as well. The primary responsibility of the court priest is to offer spiritual advice to their lord and to cement the political and cultural importance of religion. Secondarily, Court Priests have a duty to help the faithful bring their grievances to their lord and tend to the connection between the ruling nobility and their subjects. People in this position tend to be men, though Th’akh’s adoption of the practice, as well as the rare female Priest of the Aspect, has seen some women participating in the role&lt;br /&gt;
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==== High Speaker: ====&lt;br /&gt;
A newer position, the High Speaker&#039;s primary job is to work in the noisy and complex world of public relations for their noble. Very few ruling nobles have a High Speaker as one of their Hands, either relying on their spymaster for knowledge of what others think of them, or do not deem public relations as important to their management of their lands. Rulers who choose to incorporate a High Speaker as one of their hands tend to be more predominant within their larger realm, such as one of the two Overlords within the Hegemony, or have lands whose industry relies heavily on skilled guildsmen who cannot be ordered around as simply as peasants. Gender does not matter for high speakers, and few nobles even have an alien high speaker should their realm have a heavy mega corporate presence.&lt;br /&gt;
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=== 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 oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&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 [[Unathi Religion|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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== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&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 [[Galactic Standard Time]]. 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;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. 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;Sarakas 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 Endevour, 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 Sarakas 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;2433&#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;2437 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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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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&#039;&#039;&#039;Guwandi are not an option on station,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition 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 NanoTrasen 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 Aurora station!&#039;&#039;&#039;&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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{{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>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Triogenix/Sandbox_4&amp;diff=24549</id>
		<title>User:Triogenix/Sandbox 4</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Triogenix/Sandbox_4&amp;diff=24549"/>
		<updated>2022-05-04T15:00:21Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: Syntax&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[Ouerea]]. &lt;br /&gt;
&lt;br /&gt;
==Myths and Legends==&lt;br /&gt;
The majority of Unathi legends follow the feats of individuals and their impact on the world. They stress the importance and abilities of single individuals, and carry with them moral lessons that tend to reinforce Unathi cultural ideas.&lt;br /&gt;
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=== Kazani: the First Guwandi ===&lt;br /&gt;
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Kazani Guwandi, born &#039;&#039;&#039;Kazani Kaxedun&#039;&#039;&#039;, is an ancient figure who is believed to have been born sometime between &#039;&#039;&#039;300 BCE to 20 CE&#039;&#039;&#039;. Born before the Sarakus Hegemony, he was the first of two sons of a small noble family that ruled over the village of Kutah. He was raised as the heir to his Clan’s lands and spent his youth in a comfortable life in luxury. Coming into his teenage years he began to fall subject to fits of rage, often exploding on people and physically attacking them for even the smallest provocation and earning a reputation as a brutal person. His father sent him to be trained as a warrior in the hopes of giving him an outlet for his anger. He was trained for years as his instructors tried to bring discipline to the Prince. During training he would fly into a berserk rage and maul his sparring partners. After nearly killing one of them, his father finally just sent him off with the army to fight their Clan’s enemies in the constant battles they fought to defend their lands.&lt;br /&gt;
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Kazani became a feared warrior within just a few years. He would work himself up into a frenzy before battle, gnashing his teeth and screaming at the enemy. He was known to charge without orders, smashing into the enemy lines and hacking away at them with his sword and bashing them with his shield. He quickly rose to command the Kaxedun army in his &#039;&#039;&#039;late 20’s&#039;&#039;&#039;, and always personally lead from the front line and was the first to make contact with the enemy. Under his leadership and with his seemingly unstoppable strength the Kaxedun clan quickly expanded and seized much surrounding territory. By the time Kazani inherited the role of Clan-Leader once his father died, &#039;&#039;&#039;he was barely in his 30’s&#039;&#039;&#039;. Despite his prestige and power however, he was never offered a wife as all Clans knew of his violent ways and refused to allow their daughters to be put at risk at the hands of such a savage person.&lt;br /&gt;
&lt;br /&gt;
His brother, Trazli Kaxedun, one day came to his brother and demanded that he be given half of the Clan’s lands to govern himself. Trazli had no lands of his own, and had grown jealous of his older brother. This set Kazani into a rage and he attacked his brother immediately, killing him on the spot.&lt;br /&gt;
&lt;br /&gt;
When the rage subsided, Kazani looked on the body of his brother and realized what he had done. He dropped to his knees and wept for the Ancestors to forgive him.&lt;br /&gt;
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He soon abandoned his Clan, renouncing all of his titles and possessions. He wandered off into the wilderness, taking on the name Guwandi, which loosely means ‘clanless gladiator’. He travelled the globe, looking to die in battle to redeem himself. With each duel he fought, he hurled himself into it intent to win. He knew that if he simply meekly accepted death that he would never redeem himself for his fratricide. Kazani spent years trying to die in battle. For an entire decade he walked Moghes, slaying foe after foe. He grew increasingly desperate, provoking entire bandit parties, town militias, and even whole armies to face him in the field, alone. Each time he fought viciously’, often over entire days without rest, his sword never dry.&lt;br /&gt;
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By the time he was &#039;&#039;&#039;40 years old&#039;&#039;&#039; and reaching the twilight of his life, he looked back upon his many conquests and uncountable victories, and wept. Kazani was cursed to be unbeatable, and knew he would never find peace or redeem himself before the Ancestors. &lt;br /&gt;
&lt;br /&gt;
One day Kazani came before a wandering shaman in the unknown wilds. Kazani was desperate for a fight, and fell to his knees before him. Kazani explained his curse and begged the shaman to lift it so he could die in battle. The shaman listened intently and finally asked what Kazani would to have done with his remains when he died. Kazani said he wanted to be buried at his Clan’s former estate next to his brother. The shaman agreed, and said he would lift Kazani’s curse if Kazani would fight him to the death.&lt;br /&gt;
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Kazani, despite knowing the shaman would surely die, was desperate enough to accept. When they began the duel, Kazani hurled himself at the shaman. But the shaman deftly dodged out of the way and struck Kazani in the back of the head with his walking staff. Kazani fell forwards and hit his head on a rocky outcropping, killing him instantly.&lt;br /&gt;
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Slain by one of the High Elders of the Akhanzi order, Kazani was finally found to have died in battle and his sins redeemed. He was reunited with his brother and the Ancestors and they joined Sk’akh to live in the eternal afterlife.&lt;br /&gt;
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===Tryazali Kres&#039;ha&#039;nor===&lt;br /&gt;
&lt;br /&gt;
Tryazali was born in 949 CE to a minor noble family in what is modern day Baandr. He is credited in Unathi myth as founding the first Hegemony. Information about Trizarki comes from the epic The First Prince and the Night Queen written 1572-1602 CE. According to the epic, when Tryazali was 26 he became separated from his hunting party out in the mountains. He wandered for five days and five nights, unable to find food, water, or shelter. As he was about to die of exposure he was saved by a mysterious tribe of all-female warriors. After he had been nursed back to health by three of the tribe&#039;s healers he was taken to meet with their queen, who styled herself The Empress Of Night. She was a ruthless and cunning leader with an azure-colored hide and pure white eyes who claimed to possess magical abilities and a strong spiritual connection to the ancestors. She had been known to lead her tribe of warriors on various raids of the neighboring cities and keep her village hidden in the deep forests in the mountains. After her talks with Tryazali, she demanded that he repay the debt he owed them for saving his life. She tasked him with the rescue of her eldest daughter, who had been kidnapped by a nobleman in S&#039;th. The Queen promised many blessings for the safe return of her child Raz&#039;ha, but warned Tryazali that should he deviate or try to escape from his debt, she would place a curse on him that would doom him and his clan for as long as they tread upon Moghes. &lt;br /&gt;
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Tryazali eventually learned the whereabouts of the princess, who was being held as a slave to the Lord of S&#039;th, Taraz Jy&#039;haza, keeping her as an exotic curiosity due to the color of her hide, which was a rich azure color. Tryazali would later storm the Lord Taraz&#039;s castle and demanded a duel for ownership of Raz&#039;ha. Lord Taraz rebuffed him and sent out his own soldiers, but one by one they fell before the skilled Prince. Eventually Lord Taraz accepted the challenge after overhearing whispers of cowardice amongst his court. According to the epic the resulting duel lasted two entire days before Prince Trazali slew Lord Taraz. Victorious, Tryazali then proclaimed himself the new Lord of S&#039;th, liberating the city and freeing Raz&#039;ha. Before returning her to her mother, the two ended up falling in love, and she elected to remain with Tryazali, becoming queen of S&#039;th and taking the name Kres&#039;ha&#039;nor with her mother&#039;s blessing. Tryazali expanded the influence of S&#039;th and eventually created the First Hegemony. He died at the age of 53, in the year 1002 CE. The Kres&#039;ha&#039;nor Hegemony after him continued to grow and dominate most of Moghes.&lt;br /&gt;
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===Shizarsa Ksi&#039;ka===&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka is believed to have been born in &#039;&#039;&#039;1632 CE&#039;&#039;&#039; to the leaders of a small tribe outside Darakath. She was bethrothed to a hunter from another village but even from a young age she resented this fact. She is known to have been a wild child, picking fights with other children. When she was 17, before the planned wedding day, she fled her village with her father&#039;s sword and crossbow. Outraged, her betrothed, Karask, sent several expeditions after her to arrest and return her. Ksi&#039;ka managed to wound a hunter sent after her with her crossbow but her inexperience with combat lead her to being quickly disarmed and arrested. As she was being escorted back her group was ambushed by bandits and she was kidnapped yet again. Shizarsa was held as a captive of the bandits, who forced her to cook, clean, and otherwise act as a maid for their enclave. According to legend she struck a friendship with one of the bandits and he agreed to train her to defend herself.&lt;br /&gt;
&lt;br /&gt;
When she was 27 Ksi&#039;ka killed the leader of the bandits and began leading the men herself. She became an infamous bandit, harassing traveling merchants. One day she even attacked Karask&#039;s village, killing him and freeing a woman he had taken as another wife in her place.&lt;br /&gt;
&lt;br /&gt;
Her fame and power grew until she controlled a small petty kingdom that surrounded Darakath and with dozens of kills under her belt. Fearing the barbarians ravaging the countryside Lord of the city sent out his eldest son, Gri&#039;zarsuth, to lead 48 of the city&#039;s soldiers to find the bandit enclave and destroy it.&lt;br /&gt;
&lt;br /&gt;
Eventually Gri&#039;zarsuth and his men managed to ambush Ksi&#039;ka&#039;s camp and slew or captured the majority of her men. According to legend Ksi&#039;ka managed to kill four men and was the last one standing. Gri&#039;zarsuth managed to knock her out by hitting her in the head with the flat of his sword.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka was considered a wild savage by everyone in the city when she was dragged to the dungeons in chains, but Gri&#039;zarsuth fell in love with her. He begged his father four times to spare her, and four times he refused. The day before her execution Gri&#039;zarsuth begged again, saying that he could civilize Ksi&#039;ka. Finally his father relented on the condition that he be able to civilize Gri&#039;zarsuth within a year.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka&#039;s wild spirit was reigned in by Gri&#039;zarsuth over the following year, and the barbarian savage was transformed into a proper princess. At the end of the year she was brought before Gri&#039;zarsuth&#039;s father, who marveled at the change a man could bring such a wild woman. She was allowed to live, and eventually married Gri&#039;zarsuth.&lt;br /&gt;
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== The Contact War ==&lt;br /&gt;
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===Don&#039;zai Azarak===&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai Azarak was born on 2408 CE in the former city of Darakath, the capital of the Azarak Kingdom, which also briefly served as the capital of the Traditionalist Coalition during its existence. His parents, King Yuiz Azarak and Queen Kwina Azarak, gave him two siblings, both of which were sisters, and his family all followed the Tha&#039;kh faith.&lt;br /&gt;
&lt;br /&gt;
Prince Azarak received extensive education from a young age, showing promise and charisma. When he was 16 he was sent to the University of Darakath to become an Apprentice for the Guildmaster of the university, where he also received his education. While attending university he would be bethrothed to his future wife, Princess Wei&#039;za from the northern kingdom of Izgwani, and they would marry when they were both 20, in 2428.&lt;br /&gt;
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They had two hatchlings six months after the marriage ceremony, giving Don&#039;zai two children; the male Don&#039;ziki and female Yuiza. Don&#039;zai immediately fell in love with his children and became famous for his elaborate and lavish displays of affection. Using his influence as Prince and heir of the Kingdom he managed to persuade the University of Darakath to rename two new campus buildings after his children. He also spent excessive funds on having the baby rooms renovated with elaborate decorations and furnishing, famously including a small fountain in his son&#039;s room and hydroponic trays growing a variety of colorful, exotic plants in his daughter&#039;s room.&lt;br /&gt;
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Don&#039;zai&#039;s father died when he was 24, in 2432, and Don&#039;zai was crowned King. Though he professed a desire to continue his studies and delegate matters of state to his staff, the unprecedented event of alien life visiting Moghes forced him to take a leave of absence from his studies and take on official duties as King.&lt;br /&gt;
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The human and Skrell expedition that made contact with Moghes in 2433 was done in the Izweski Nation, which was the world&#039;s sole superpower and Hegemony.&lt;br /&gt;
&lt;br /&gt;
Knowing they had the only functioning spaceports and access to the greater galaxy, Don&#039;zai sent repeated requests to the Izweski to have an Azarak representative sent to humanity and the skrell to speak for his Kingdom but each time he was rebuffed, with the Izweski taking on a patronizing and condescending attitude to his Kingdom.&lt;br /&gt;
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Azarak called a summit of all world leaders in late Versakh (April relative) of 2433. The summit took place in Tisxaclas, the capital of his allies, the Izgwani, where he gave his infamous speech and single-handily managed to become a global icon and the poster boy of the anti-Izweski bloc.&lt;br /&gt;
&lt;br /&gt;
During the global crisis that had erupted after the Izweski had colonized Ourea, in which humanity and the skrell had practically taken charge of, Don&#039;zai Azarak was one of the leading figures that would come to found the Traditionalist Coalition. He personally served in the conflict, becoming an artilleryman in the Azarak 1st Retinue, his family&#039;s private levee. Images of him manning an artillery cannon in active battle were turned into propaganda pieces and he became known as the King on the Battlefield.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not known if Azarak approved a nuclear weapons program or even authorized the deployment of their use, but following the atomic attack on Da&#039;ha&#039;den on September 5th, 2439 and the following nuclear exchange his whereabouts became unknown as the 1st Retinue was hit by an Izweski atomic bomb while stationed outside Res&#039;karum. Originally the Retinue had been warned about the impending attack and were attempting to retreat away from the military base and disperse into the countryside.&lt;br /&gt;
&lt;br /&gt;
King Don&#039;zai Azarak spent the week on a journey back to Darakath, facing incredible danger as command and control began to collapse across the planet. He became separated from his retinue and was forced to travel alone, most of his travel spent on foot.&lt;br /&gt;
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Don&#039;zai managed to make it back to Dakarath, which had been spared from atomic attack by virtue of its defenses. However his journey saw him afflicted with severe radiation poisoning, and he spent the remaining duration of the Contact War too weak to be effective, effectively bedridden.&lt;br /&gt;
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Don&#039;zai refused all medical treatment, forbidding a doctor to enter the grounds. When his wife tearfully begged him to let the doctor in to provide anti-radiation treatment, he is quoted to have said, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will die in in my own home on my own terms. I refuse to die at the axe of the Izweski.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai died of severe radiation poisoning on 2441. In his final lucid moments, his final words are said to have been,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Care for our children, Wei&#039;za.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Contemporary ==&lt;br /&gt;
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=== Not&#039;zar Izweski, &#039;&#039;Izweski Hegemon&#039;&#039; ===&lt;br /&gt;
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[[File:Not&#039;Zar.png|thumbnail|Portrait of Not&#039;Zar Izweski, circa 2458.]]&lt;br /&gt;
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At 22 as of 2460, Not&#039;zar is the second oldest child to the Hegemon and his First Wife. He become the new Heir to the Hegemony after the death of his brother in a shuttle crash in may of 2458. Not&#039;zar Izweski chose to seek an education in Sinta&#039;studies (Unathi Humanities) and pursued a bachelors in Sinta&#039;Philosophy in the University of S&#039;th before his duties as Lord-Regent forced him to suspend his studies. &lt;br /&gt;
&lt;br /&gt;
As an infant he was struck with The Rot, a deadly viral infection passed from breeds of Moghean birds that almost claimed his life as an infant. The next 5 years were spent on a hospital bed as a sickly child barely clinging to life. The Rot causes Unathi scales and even the rest of the hide to rot and fall off, leaving open wounds and necrotic tissue while it also harms muscle growth while weakening tendons. Every day specialized surgeons had to remove more and more infected tissue to contain the spread of the Rot. &lt;br /&gt;
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Not&#039;Zar survived the disease and spent his entire childhood in physical rehabilitation. He was unable to stand at all, and his condition was an open secret - the Hegemon S’kresti refused to let Not&#039;Zar socialize with anyone outside the castle courtiers. S’kresti was deeply ashamed at having a crippled son. When Not&#039;Zar was 13 he told his father than he wanted to stop rehabilitation because it wasn&#039;t working and he was still unable to walk. S’kresti dramatically pulled him out of his wheelchair and dangled Not&#039;zar out a castle window, telling Not&#039;Zar that if he ended the rehabilitation then he wouldn&#039;t have a cripple for a son. The incident made a fearful Not&#039;Zar continue the rehabilitation, and after years of more grueling rehabilitation he was able to walk once more when he was 15.&lt;br /&gt;
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While he was able to keep all of his limbs and regained the ability to walk with assistance from his cane, it&#039;s believed that his continued physical weaknesses from muscle damage and general weakness leave him unable to meet the standards of physical fitness to join the military and military academies that are traditional for Izweski to graduate. In addition, he is constantly battling aches from the weaknesses in his muscles and bones, needing oxycodone to get through a typical day.&lt;br /&gt;
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Not&#039;zar Izweski is extensively traveled, entering the core of human space for the first time when he was 16. Many close to the young Prince have said he indulges heavily in human and skrell cultures. In his Creative Writing Workshop at the university he created several illustrated fantasy stories which were popular with the human expats studying abroad on Moghes, which include &amp;quot;Mecha Battle on Luna&#039;s Torment&amp;quot;. &lt;br /&gt;
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His true potential wasn&#039;t fully realized until the fateful events of May 6th, 2458. On that day his brother Yakt and his wife died in a shuttle crash. During the funeral Not&#039;Zar&#039;s father became inconsolable and eventually fell into a deep depression culminating into a coma. Legally Not&#039;Zar was now the heir, but a brother in-law, S&#039;linzar, quickly seized the moment and declared himself the Lord-Regent before Not&#039;Zar could seek his claim.&lt;br /&gt;
&lt;br /&gt;
The succession crisis split the Hegemony down the middle and Not&#039;Zar quickly had to maneuver the dangerous political climate. Not&#039;Zar had his immediate family quietly flee Moghes. Not&#039;Zar spent the rest of May navigating court intrigue and rallying support for his claim. He managed to retain an alliance with Lord-Admiral Trazarial Yizarus. Yizarus had the unique strength of commanding the HMV Cataclysm of the 1st Fleet; the most powerful warship in the Hegemony. Ickza attempted to purge the government of Not&#039;Zar loyalists but was unable to drive a wedge between the stubborn Trazarial despite declaring Trazarial a traitor and seizing all his assets on Moghes. These events lead to a dramatic stand-off in orbit of Moghes, as the loyalist 1st Fleet stared down the 2nd Fleet, commanded by Yizarus&#039; brother Azikyui.&lt;br /&gt;
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Through clever political posturing, Not&#039;Zar managed to hold onto his claims for long enough that he had secured enough allies to create a serious threat to the Ickza&#039;s power. Rather than risking a full blown civil war, Not&#039;Zar cleverly took advantage of S&#039;linzar&#039;s pride by calling him weak and challenging him to a duel. The proud S&#039;linzar agreed, and in a key mistake, allowed Not&#039;Zar to bring to battle &#039;whatever he could carry&#039;.&lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar took advantage of this by showing up to the duel in a combat mech before a large crowd of the Hegemony&#039;s most powerful nobles. The battle was short, with Not&#039;Zar draining S&#039;linzar&#039;s breacher suit and leaving his in-law helpless.&lt;br /&gt;
&lt;br /&gt;
S&#039;linzar surrendered and ceded his claims and titles, restoring the title of Lord-Regent to Not&#039;Zar.&lt;br /&gt;
&lt;br /&gt;
During his reign, Not&#039;Zar has shown an unwillingness to use force to resolve disputes. He is also openly critical of ancient Unathi customs and traditions, and his desire to trust in an inherent goodness in Unathi has made him come off as patronizing and naive. However, Not&#039;Zar is by no means as a coward. When the Maraziite Order besieged his family&#039;s personal castle in Skalamar, he stood firm and repelled several attempts by the inquisition to breach the gates. However, Not&#039;Zar&#039;s cool head prevailed as he forbade the city garrison from interfering, which he feared would have spilled out into open violence throughout the city.&lt;br /&gt;
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His negotiations with High Priest Unzi have directly lead to the Sk&#039;akh church being given legitimacy as a political force.&lt;br /&gt;
&lt;br /&gt;
Despite holding onto alliances with key supporters, Not&#039;Zar&#039;s position remains tenuous. The young nobleman is struggling to remain a moderate in a dangerous and polarized regime. He remains committed to giving Unathi a place in the galaxy and gain respect from the greater empires of the humans and skrell, but his moderate and progressive policies threaten to cause more instability and resentment from the nobility.&lt;br /&gt;
&lt;br /&gt;
=== Hizoni Razi, &#039;&#039;Izweski Spymaster&#039;&#039; ===&lt;br /&gt;
[[File:HizoniSpymaster.png|thumb|Hizoni Razi in her spymaster regalia, sporting a silver crown. She is known to flaunt her wealth often, and keeps an air of elegance around her.]]&lt;br /&gt;
&lt;br /&gt;
Perhaps the most feared woman or Sinta within the Hegemony, Hizoni controls a network of informants, spies, and assassins that stretches across the surface of Moghes and even across the stars to distant colonies. She was born in 2440 on Ouerea as the third daughter to Guildmaster Keicacu Razi, headmaster of the Merchants Guild and owner of Razi-Snax. As an azure, she has been seen as the beauty of her clan and gained the most attention— earning her an education in the ways of women from her mother and caretakers. After her teachings, she was put into diplomatic situations to defend the Merchant&#039;s Guild from hostile subterfuge. Her upbringing allowed Hizoni to grow up within the halls of power, acquainting herself with the elite of the Hegemony during the final days of the Contact War. She rose to prominence when she defended the Hegemon from two would-be assassins by slaying both and destroying the murder plot. Since then, on top of her elevation to the Hegemony’s Spymaster, Hizoni has found herself enjoying a &#039;&#039;very&#039;&#039; close relationship with Not’zar, though nothing official has been announced between the two.&lt;br /&gt;
&lt;br /&gt;
Hizoni’s political pursuits and leanings are unknown; she will seemingly flop back and forth between different camps depending on the issue, always remaining unpredictable. Many speculate this is the result of political maneuvering, giving her support to a cause for favors in return, which she uses to shore up the Hegemon’s precarious position. She does not openly front any group, and it is unknown if any beyond her spies plead their cases with her. Her relationship with her brother Sakax is strained, and it is speculated that the two have all but cut off contact with each other.&lt;br /&gt;
 &lt;br /&gt;
=== Azui Hutay&#039;zai, Overlord, &#039;&#039;Lord of the Wastes&#039;&#039;, and &#039;&#039;Izweski Master of Rivers&#039;&#039; === &lt;br /&gt;
The only Tha’akh Hand of the Hegemon, Azui Hutay&#039;zai fills the position of Not&#039;zar&#039;s Master of Rivers, overseeing the economy of the Hegemony from his estate on the shore of the Moghresian Sea near his clan&#039;s former lands of the Torn Cities. Originally fighting for the Traditionalist Coalition during the Contact War, his father died when the war went nuclear, bathed in the fires that destroyed most of the clan&#039;s ancestral land. Azui, who had been leading his clan&#039;s forces along the coast at the time, ascended to the throne of his kingdom. There, he would strike a deal with the Hegemony to pledge fealty to clan Izweski and ensure his remaining non-polluted lands would be safe in the hands of the new masters of Moghes, in exchange for his clan being allowed to continue to rule over what it had left of its ancestral lands. After his peace deal and the conclusion of the Contact War, Hutay&#039;zai became one of the most powerful landed nobles. He set up a new estate on the coast and would use this estate as a base of operations to continue mining operations within the radiation-blasted lands surrounding the Torn Cities, using the peasant refugee population as an ample workforce with help from the mining guilds. The resources imported into his lands over from these mining operations in the Torn Cities have become even more important to the Hegemony as the scarcity reigns, as they do not require interstellar travel to reach the ever-hungry factories of Jaz&#039;zirt, on the southern side of the sea.&lt;br /&gt;
&lt;br /&gt;
Eventually, as the Traditionalist block swelled in the face of Not&#039;zar&#039;s reforms and progressive attitude, he would become one of the two overlords of Moghes, coming to be called by many as &#039;&#039;&#039;&amp;quot;Lord of the Wastes.&amp;quot;&#039;&#039;&#039; His lordship extends throughout the Wasteland, officially managing the scattered Hegemonic outposts such as Camp Integrity and Camp Izweski&#039;s Honor, as well as supposedly managing the Sinta living in Wasteland communities. However, due to the nature of the Wasteland, this authority is essentially non-existent outside of Hegemonic-controlled outposts, making his lordship only one in name. The resources imported into his lands over from the aforementioned mining operations in the Torn Cities have become even more important to the Hegemony as the scarcity reigns as they do not require interstellar travel to reach the factories of Jaz&#039;zirt, on the southern side of the sea.&lt;br /&gt;
&lt;br /&gt;
Azui is known to be one of the most traditional Hegemonic lords, ruling over lands with the minimum of modern amenities; what little modernity his land has is concentrated with the nobility and mining guilds. His appointment as a Hand of the Hegemon, and as one of the two Overlords of Moghes, was a political move made to appease the Traditionalist block which has continued growing after the end of the Contact War. This has made him the unofficial spokesperson for those in the Hegemony who consider themselves Traditionalists and for bringing their concerns before Not’zar whenever he can. However, contrary to what some might say, Hutay’zai has a dogged loyalty towards the Hegemony, believing it the only way Sinta can progress in this new galaxy while keeping what scraps of their tradition they can intact.&lt;br /&gt;
&lt;br /&gt;
Azui is the primary proponent of mercantilism within the Hegemony, advocating for an expanded program of colonization and stricter trade laws with the wider Spur. He believes that further openness, both in trading resources and culture with the Orion Spur, will spell the death of the Hegemony. It is widely known that Azui resents Hephaestus Industries having status as a guild in the Hegemony and will use any measure that might curtail their power.&lt;br /&gt;
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=== Mizaruz Izweski, Lord and &#039;&#039;Izweski Lord&#039;s Claws&#039;&#039; ===&lt;br /&gt;
Originally of clan Gri&#039;zan, Mizaruz was born in the city of Baandr, eventually inheriting it and the lands surrounding it after his elder brother passed away without producing an heir. Given his status as a second son for most of his life, he was brought up from a young age with the intention of joining the clergy of Sk&#039;akh. When his brother died while Mizaruz was around the age of 12, his education would shift dramatically towards ruling his realm; however, the young Sinta never forgot his religious education, keeping up theological studies for most of his life. He went on to make a name for himself during the Contact War by fighting several engagements against overwhelming odds and succeeding without the normal technological advantage the Hegemony had. Mizaruz was known as an amazing tactician and inspirational icon to his men, counseling them in religious matters on marches and leading them fiercely into battle. Shortly after the Contact War, Mizaruz was married into the Izweski clan and ascended to become a Hand of the Hegemon, specifically become the Lord&#039;s Claws. Though his actions during the war and loyalty are laudable, his time as the Lord&#039;s Claws has been lackluster. His tactical knowledge has not translated well to giving advice to the Hegemony&#039;s military on a strategic level, as he consistently fails to properly grasp supply chains on a grander scale, the intricacies of the levy system, and the new frontier of space. However, for most things, those Sinta that work beneath him manage to effectively cover for him, ensuring that the military has competent efficiency. However, if a disaster were to happen and Mizaruz were caught unprepared, it&#039;s unclear if his loyalty and new clan would be able to save him from the reckoning. His diplomacy is viewed with admiration by many Sinta; he has constantly proved himself apt at striking deals and averting crises with other nobility as well as alien states.&lt;br /&gt;
&lt;br /&gt;
Mizaruz supports the policies Not&#039;zar supports: furthering ties with the xeno, the expansion of modernization programs, and usage of force as a last resort, a somewhat strange trait for his position. This undying support for Not’zar has made him the mascot for those who similarly fully believe in the Hegemon: those who share his undying loyalty bring their concerns to him, most of which are about the Hegemon&#039;s still-precarious political position. His reputation as a theologian has also helped keep relations between the newly-formed Church of Sk’akh and the state milder than in the past.&lt;br /&gt;
&lt;br /&gt;
Mizaruz is the main proponent of the &amp;quot;New Model War&amp;quot; that worked so well for the Hegemony during the Contact War. He has issued many studies on ways which the Hegemonic Fleet and Army could be improved, yet due to both his own incompetence and the influence of others within the military establishment, very few of his reforms have gone through.&lt;br /&gt;
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=== Seleta Sarnac, Lady and &#039;&#039;Izweski High Speaker&#039;&#039; ===&lt;br /&gt;
Hailing from the southern untouched lands, the lands owned by her father that Lady Sarnac grew up on encompasses the city of Razir, and much of the territory surrounding it, a majority of which have been claimed by the wasteland following the contact war. Born shortly before the contact war, Setelta is the youngest hand of the Hegemon, at around thirty four. She is also one of the two hands of the hegemon, and fills the position of high speaker. It is obvious that she was given her position for political reasons, an exemplification of Not’zars more progressive policies, by allowing a female beyond his spymaster to advise him on how to rule the nation. While she holds no lands her brother, Lord Sarnac, holds the key southern regions around Razir, as well as the city itself. Her brother is known to be disappointed that he was not offered the position of high speaker, but is indifferent to it as long as his clan is represented within the highest levels of the Hegemony, by either male or female.&lt;br /&gt;
&lt;br /&gt;
Lady Seleta is the face of Hegemonic progressivism, fighting against established traditions and gender roles at the highest level. This has gained her both a loyal following of younger Sinta, and the wrath of the older, more traditional Sinta, who see her as a threat to everything they know. These followings are only amplified by her appearance at Not’zars side at nearly every public event, arranging things to run smoothly, fashioning the Hegemon’s image into one of power and stability.&lt;br /&gt;
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As High Speaker Seleta has strived to do what she can to shore up the Hegemon’s position, attempting to establish a universal love for him among the common Sinta, both Guildsmen and Peasant. Both her and the Hegemon have received the wrath of some nobles for this, as they fear their subjects will start to be more loyal to a personage beyond themselves. Her success in this is unknown, and only a massive crisis could reveal how much loyalty she has gained for the Hegemon among the common people.&lt;br /&gt;
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=== Clan Lord Sakax Razi, &#039;&#039;The General&#039;&#039; ===&lt;br /&gt;
As the third son of guild master Keicacu Razi, Sakax&#039;s lot in life started with making a name for himself within the military of the Hegemony. Unable to inherit any titles, and lacking the guile of his sister, Sakax threw himself fully into mastering the Sinta art of war, determined to fight as his ancestors had before him. This determination resulted in him shooting through the ranks of the Hegemonic military throughout the Contact War, being given more and more responsibility. Now he is Clan Lord of what is essentially a Hegemony military base between Skamander and Imas&#039;hi, commanding his own set of Kataphract and clan warriors. He is known to be a grim but honorable man and has a hatred for all Sinta who fought the Hegemony in the Contact War, blaming them for the ruined state of the species and their home. The few times he has spoken with &#039;&#039;&#039;Azui Hutay&#039;zai&#039;&#039;&#039; has almost ended in a physical conflict between the two. For this reason, Sakax is regularly left off of invite lists for functions where the Overlord will be in attendance, including most formal meetings involving the economics of the Hegemony.&lt;br /&gt;
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Sakax exerts all of his influence confirming that the Hegemony&#039;s military never fully adopts the &amp;quot;New Model War&amp;quot; beyond tactics developed during the Contact War. He believes that the lifeblood and culture of the Unathi is inherently tied to the military and that the two should be reflections of each other. He is the primary proponent behind borderline suicidal tactics in space such as ramming, and given the Hegemony has not fought a major naval engagement within space under his command, they are not yet able to prove his tactics defective.&lt;br /&gt;
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=== Clan Lord Juyzi Izaku, &#039;&#039;The Maddened&#039;&#039; ===&lt;br /&gt;
Ruling over the city and associated lands of Mudki, Lord Izaku is the most old-fashioned Hegemonic lord, to the point of radicalization. He does not put any effort into modernization and believes the Unathi can surmount the challenges posed by the state of their homeworld the same way they always have: through brute force. His lands are in a constant state of famine as clean water and fertile land are in short supply, and the mountainous terrain that surrounds it offers little beyond protection against the climate of the Wasteland, though sadly not its inhabitants. Gargawyn raids are common, and Lord Izaku seems unable to effectively mount a defense. Due to all these factors, Mudki is slowly turning into a ghost town as many Sinta take whatever they can and flee for the rivers of Res&#039;karum or further into the heartland of the Hegemony, with some even ending up off-world in human space. Many of his former subjects curse his clan, hating him for his stubbornness.&lt;br /&gt;
&lt;br /&gt;
Lord Izaku has borderline reactionary tendencies, believing that any further modernization or acceptance of the xeno will lead to the death of all that is Sinta. He has at several times made overts threats against his lord, Not&#039;zar Izweski himself, stating that should Not&#039;zar continue his policies, he will consider him to be dishonorable and his pledge of fealty be null. What would happen should Not&#039;zar cross a line in Juyzi&#039;s eyes is anyone&#039;s guess.&lt;br /&gt;
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=== Lord Glatazk Yu&#039;huni, &#039;&#039;The Pious&#039;&#039; ===&lt;br /&gt;
Hailing from the religious city of To&#039;ha&#039;dat, Lord Yu&#039;huni was raised in the heartland of the Th&#039;akh faith as a devout worshiper. However, at age 18, he converted to the religion of Sk&#039;akh and has been one of its most fanatical followers since. Almost losing his position as heir for his clan lands, he kept it through a combination of trickery and might while maintaining ample support from the more centralized Sk&#039;akh church. His first decree was that all who wished to remain in his clan must convert to Sk&#039;akh and must remain faithfulness to their new religion. Because of this, clan Yu&#039;huni has become the most fanatical clan in the process of losing a notable amount of its members, completely loyal to the central Church even in the face of their duty to the Hegemon. This was most apparent during the religious crisis in 2460, where clan Yu&#039;huni expressed their support for the Sk&#039;akh Church against the Hegemon to other clans. The reputation of clan Yu&#039;huni is still stained by the scandal to this day.&lt;br /&gt;
&lt;br /&gt;
Lord Glatazk also offers any Sk&#039;akh worshiping Sinta a place in his clan, so long as they originate from the Th&#039;akh Heartlands. This takes the form of an application system, where a Sinta has to answer several questions about their religion, their views on the Church and Hegemony, and acquire several references from co-workers that show their piety. Many faithful Sinta strive to be accepted, yet only the truly fanatical pass his scrutiny.&lt;br /&gt;
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[[File:HighPriestUnzi.jpg|thumb|left|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
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=== Yizra Unzi, &#039;&#039;Exiled High Priest&#039;&#039; ===&lt;br /&gt;
Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malacious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
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The popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
&lt;br /&gt;
Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the &#039;&#039;&#039;Contact War&#039;&#039;&#039; outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
&lt;br /&gt;
The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approach him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
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The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
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So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the Hegemony. In its short existence it has arrested several hundred individuals and seized many tomes and documents that Mariziite authorities claim are evidence of cult involvement. &lt;br /&gt;
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Yizra had become single-minded in his goal to eradicate the threat of the occult from the Hegemony. His growing zeal and conviction lead him to behave more ruthlessly, believing more and more in the ends justifying the means. He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
&lt;br /&gt;
Before the Civil War in 2460, the High Priest had come to blows with the Hegemony as tensions rose with the Izweski clan over their child, whom Si&#039;akh claimed was reborn and was offered to the late S&#039;kreski Not&#039;zar. Following accusations on either side, the nation erupted in a flash war between nobles and those that sided with the Hegemon versus the instutition of Sk&#039;akh and the nobles backing their faith. The result of the skirmish was a total loss for the Church of Sk&#039;akh; forced to disband or face banishment, most Maraziites took the latter with their disgraced High Priest, and Unzi has not been heard from again.&lt;br /&gt;
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[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]] &lt;br /&gt;
=== Vuthix Akhandi, &#039;&#039;Elder Shaman&#039;&#039; ===&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Unathi Religion|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
&lt;br /&gt;
Vuthix Akhandi was born in &#039;&#039;&#039;2405&#039;&#039;&#039; into the now extinct clan Slithiss, which resided in the once fertile lands east of Mudki.  He felt the calling to be a shaman at an early age, but his clan members did not hold high respect to him for the role was largely ceremonial and often more political token than a respected profession to the Slithiss clan.  He tried over several years to enact reforms within the clan, to increase spiritual idealism within, before finally growing frustrated with the lack of interest from his Clan&#039;s leaders.  Vuthix began casting what influence he had to travelers, and in his early twenties, received an invitation to join the Akhandi Order from a shaman on a pilgrimage through his home lands that he had the pleasure to speak to.  The decision to abandon his clan and renounce all title to it was not a difficult decision for Vuthix, and he formally renounced his affiliation with the Slithiss clan soon after, beginning his own pilgrimage to the mountain temple far to the southwest. There was no further significant contact between Vuthix and his former clan for the next four decades as he learned various teachings of the Akhanzi as an acolyte, then a shaman, and now an Elder Shaman.&lt;br /&gt;
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During the [[Contact War]] in &#039;&#039;&#039;2438&#039;&#039;&#039;, the lands of his youth suffered heavy bombardment from atomic weapons, and fearing his ancestors were dead, went out and found his childhood home was now a radioactive crater. He scoured the surrounding area, where he managed to find a group of survivors - and a nephew and niece - within the wreckage of a Sky Behemoth. He gave the survivors treatment and spiritual healing to help them survive the fallout, and gave them guidance and care as he led them back to his temple with in the mountains where they would be safe. The two remain the only living connection Vuthix has to his old clan name. Both of them have decided to take the title Akhandzi and join their uncle in the Order. &lt;br /&gt;
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In &#039;&#039;&#039;2459&#039;&#039;&#039;, the Maraziite Order enacted a major attack on all Akhanzi temples, burning thousands of years of ancient scrolls, texts, and teachings. This Iron Crusade forced many of the Elder Shamans to leave Moghes, with Vuthix saying, &amp;quot;They can not truly steal our ancestral home - for our ancestors are within us, not just on Moghes. Wherever we as Sinta go, our Ancestors follow - within our spirits.&amp;quot;&lt;br /&gt;
Vuthix then came to Tau Ceti with hundreds of other Shamans and hundreds more acolytes all holding as many scrolls as they could. Under the guidance of Vuthix, the Akhanzi Order has made a new spiritual temple and library in Mendell City where they teach any and all who ask to learn.&lt;br /&gt;
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[[File:Siakh.png|thumbnail|left|Portrait of Juzida Si&#039;akh in the middle of a firebrand sermon, circa 2457.]]&lt;br /&gt;
=== Juzida Si&#039;akh, &#039;&#039;Prophet of Flame&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Juzida was hatched &#039;&#039;&#039;Juzida Aizahi&#039;&#039;&#039; into a small family in 2409. His father ran their villages&#039; church and raised Juzida as an orthodox member of the faith. He was sent to the neighboring town of Ouairu for schooling in the small university there. He received a basic theological education and pursued a Doctorate in Sacred Theology with the intent of overseeing his village&#039;s church with his father. His studies ended on &#039;&#039;&#039;2437&#039;&#039;&#039; with the outbreak of the Contact War. His father died in the early stages of the war while acting as a Chaplain in the Izweski army. Juzida took on the mantle of Priest and struggled to maintain his small church as an unassuming, technically unqualified priest for those 2 years.&lt;br /&gt;
&lt;br /&gt;
It was shortly after his 30th birthday in the spring of &#039;&#039;&#039;2439&#039;&#039;&#039; that the &#039;&#039;&#039;Contact War&#039;&#039;&#039; went nuclear. His village received no prior warning. Juzida was in the basement of his church taking inventory when the ground began to shake and there was a sudden, unearthly roar that knocked him flat and caused sections of the basement to cave in. Juzida quickly left and emerged from his basement to a hellish landscape of brimstone and devastation. His entire village was completely gone and it was as if nothing had ever been there. In the distance Juzida saw the rising mushroom cloud heralding the apocalypse. It was here that Juzida fell to his knees and received divine revelation as Sk&#039;akh spoke to him directly. Sk&#039;akh told Juzida that the Unathi species had become too sinful and corrupted by evil and that the missiles streaking through the sky were the bringers of Judgement Day. Sk&#039;akh told him that everyone that died within the new few hours from the fires of atomic bombs would be cleansed of sin and join her in the afterlife, while all those left behind would be abandoned as Sk&#039;akh wrote off the Unathi species and condemed them to forever reincarnate on Moghes, trapped on the hell that they had created for themselves. Sk&#039;akh finally warned Juzida that she would only consider saving the species if they proved their worth by rebuilding and purifying Moghes, and that Juzida would be the &#039;&#039;&#039;Final Prophet&#039;&#039;&#039; to represent Sinta&#039;Unathi and prove to Sk&#039;akh that the species was worth saving.&lt;br /&gt;
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Juzida immediately abandoned his clan name and took on the last name &#039;&#039;&#039;Si&#039;akh&#039;&#039;&#039;, which loosely means &#039;&#039;&#039;Prophet&#039;&#039;&#039;. Juzida Si&#039;akh spent the rest of the Contact War wandering the wasteland, initially unsure about how to handle his monumental life goal. He watched as civilization collapsed in the face of the apocalypse, and how survivors and tattered remnants of the old kingdoms were fighting a desperate war of survival. His travels had him exposed to the greed, selfishness, and brutality consuming Sinta&#039;Unathi in the post-apocalyptic wasteland. But he also saw glimmers of charity and good deeds that cemented his hopes that his people could be redeemed in the eyes of Sk&#039;akh.&lt;br /&gt;
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Taking these experiences Si&#039;akh preached his doctrine across the Wasteland. With the end of the world having happened, his message resonated well with the survivors who desperately looked for answers as to why Sk&#039;akh would allow this to happen. By &#039;&#039;&#039;2450&#039;&#039;&#039; his congregation was up to several thousand, and his entourage traveled the Wasteland with him, and it was from this point that Si&#039;akh began to deal with persecution from the Izweski, who chased him out of their lands wherever they found him.&lt;br /&gt;
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By &#039;&#039;&#039;2457&#039;&#039;&#039; Si&#039;akh had survived several asassination attempts, but coincidences (or divine intervention) had foiled all of them, and he claims it is because he is literally immortal and unable to be killed until his mission is complete. The same could not be said for his followers. The Followers of Si&#039;akh were violently persecuted, leading Si&#039;akh to form &#039;&#039;&#039;The Reavers of the Flame&#039;&#039;&#039;, an armed religious order tasked with defending the faithful and guarding pilgrimage routes from marauding bandits or Izweski incursions.&lt;br /&gt;
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Si&#039;akh is passionate, fiercely devoted to his beliefs, and unwavering in his committment to see the Sinta&#039;Unathi species redeemed. He is known to be extremely giving, immediately handing off any food or water given to him to someone more needy than he. His followers have periodically had to directly confront him and beg him to eat after he goes several days refusing to eat. And while he insists he is Sk&#039;akh, his single-minded mission to completely overthrow the traditional order of Unathi society has caused him to be branded a radical heretic. He has experienced so much prejudice and violence that he has become very radicalized and unwilling to consider deviating from his life mission.&lt;br /&gt;
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=== Emzal Paossini, &#039;&#039;Creator of Paradigms&#039;&#039; ===&lt;br /&gt;
Born by a surrogate to two fathers in 2419, Paossini was once the product of marriage uniting two powerful traditionalist clans. Seeking a scholarly pursuit instead of becoming a spy as her parents wanted, she began her career of religious history by developing an almost obsessive fascination with the old ways of the Sinta’Mador. When the war came about, both of her fathers were sent to the slaughterhouse, and she was left largely without a family. This left Paossini a bitter and closed-off woman. Her words turned to fervent prayer as she asked what to do, unsure of her purpose and what to do with the hatred inside her. The spirits murmured in her ears, and after landing on Ouerea, she realized prosthetics were an advanced form of the ancient and rudimentary golems and crypts utilized by the Sinta’Mador. After rejecting their old name and claiming the soul of a fisher, neither a warrior nor healer, the remnants of the clans of their fathers labeled them as ‘Guwan’—not like Paossini cared or took up the name, anyway.&lt;br /&gt;
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Though not an official leader of the religion, Paossini is widely regarded as the Progenitor of the Aut’akh. From them, all of the first Mador rituals, runes, and modernized alphabet originates, and their opinion is almost always considered on matters where it is known. They enjoy the great privilege of being a revered unathi among the Aut’akh, and their location is kept hidden from most, outside of secret Sinta’Mador codes passed between communes. Occasionally, they will break from their hiding to deliver a word on a grave issue, but such events are rare at best. Some postulate if Paossini is even still alive, or just a rumor perpetuated among the gossipers of each enclave.&lt;br /&gt;
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== The Grim Compact ==&lt;br /&gt;
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=== Tizma Aihagi ===&lt;br /&gt;
&lt;br /&gt;
Tizma Aihagi, born in &#039;&#039;&#039;2420&#039;&#039;&#039; to a minor noble Traditionalist family, now rules the [[Grim Compact]]. He was only 19 when the [[Contact War]] went atomic, forcing his Clan to flee into space. With many being slain in the attempt, what few relatives remained with him on a makeshift, damaged shuttlecraft were &#039;&#039;&#039;quickly boarded and captured&#039;&#039;&#039; by a first generation pirate vessel. His surviving Clan was sold into slavery but he himself remained a captive as his captors argued about the price he would fetch before they agreed to sell him after attacking a Frontier patrol corvette to secure weapons. &lt;br /&gt;
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Tizma realized that he would not survive, as his captors were naive, feckless, and did not have a background in warfare. One night before the raid he broke out of the cell and rushed to the Captain’s quarters with a crowbar in hand. He woke up the Captain to allow him to reach for his sword and rise before Tizma, who had been trained for battle by his Clan, deftly slew his enemy. &lt;br /&gt;
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He seized command of the ship and intimidated the crew into following him. &#039;&#039;&#039;He quickly went about turning his new crew into a hardened fighting force.&#039;&#039;&#039; After several months the ship had several small victories under its belt.&lt;br /&gt;
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Tizma spent the next decade slowly increasing his wealth and power, and the size of his fleet. His driving goal was to find his scattered clansmen and liberate them, and over the years he succeeded in this quest, bringing the surviving members of his Clan together with him on his ship by &#039;&#039;&#039;2454&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In August of &#039;&#039;&#039;2456&#039;&#039;&#039; his growing, rag-tag pirate fleet launched a surprise raid on a shipyard of the [[Frontier Alliance]], having infiltrated it with false visitor IDs the pirates went in unarmed but picked up weapons caches smuggled into maintenance. They stormed the docked cruiser while most of the crew was out on leave, forcefully ejecting it from the station and fleeing with it before a response could respond in force.&lt;br /&gt;
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With the strength of a cruiser and the prestige of the daring caper, &#039;&#039;&#039;Tizma’s fame and infamy rapidly spread.&#039;&#039;&#039; It was shortly after this that his armada took on the moniker Doom-Sails. Ships within the armada would be given decorative solar sails to be dramatically unfurled outside, or even within, battle. Carving out a small petty empire in the frontier, Tizma ruled several hundred trade routes with an iron fist.&lt;br /&gt;
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It was in &#039;&#039;&#039;2458&#039;&#039;&#039;, at 32, that he met &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Their fleets had been having skirmishes with one another at certain trade routes as their spheres of operations expanded. The two pirate lords arranged a face to face meeting. Tizma had heard only rumors about the &#039;&#039;&#039;Dread-Lady&#039;&#039;&#039;, and he went in not believing the stories that a woman could be so fearsome, dismissing them as fantasies. When they both entered a small, neutral mining outpost docking bay and he saw her he was immediately smitten at the sight of such a powerful woman. &lt;br /&gt;
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He transformed what was meant to be a discussion about how to carve up territory into a proposal for an &#039;&#039;&#039;alliance&#039;&#039;&#039;. Yizilna laughed him off originally, but he insisted on the benefits an alliance would bring, as well as declaring his desire to rule by her side. Yizilna was soon swayed, and the two formed the [[Grim Compact]].&lt;br /&gt;
&lt;br /&gt;
Alongside his co-ruler, &#039;&#039;&#039;Tizma rapidly consolidated the Compact’s power.&#039;&#039;&#039; In a joint operation, Tizma lead an attack on the Kaziti system in &#039;&#039;&#039;2459&#039;&#039;&#039;, rolling over the small rag-tag human and Unathi militia of the short lived and unremarkable Republic of Kaziti. Tizma, with his background in the nobility, laid down the foundation for the Compact’s feudal organization. However around this time was when &#039;&#039;&#039;Tizma’s envy&#039;&#039;&#039; began to manifest, and the first Great Spat occured, which directly lead to Yizilna defeating a Frontier Alliance fleet in the Battle of Yivari Prime, further driving Tizma’s burning envy.&lt;br /&gt;
&lt;br /&gt;
Tizma today is known as a measured and business-like Unathi, adherent to Sk’akh. He is generous to his men and magnamious to his victims, following the [[Star Code]] closely. He carries with him the sword he originally gained by killing the Captain that held him hostage decades ago. However he is a man struggling with envy and his temper, which often overtake him. He constantly seeks more power and influence. When times with Yizilna are calm, he is more than happy to operate protection rackets on traders without incident, but when his envy flares up he becomes frustrated with a lack of action and performs more and more daring feats of adventure and danger.&lt;br /&gt;
&lt;br /&gt;
=== Yizilna Mo’hi ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yizilna Mo’hi&#039;&#039;&#039;, hatched as Zobari Mo’hi in &#039;&#039;&#039;2422&#039;&#039;&#039;, was raised by a minor Sk’akh Clan that operated a small unchartered fishing guild south of the now-abandoned city of &#039;&#039;&#039;Da’kath&#039;&#039;&#039;. As a hatchling she had an independent and rambunctious fire, constantly getting into scraps with other hatchlings. Her father immediately saw the potential of a warrior within them, and praised her efforts. However the then-Zobari insisted that they had no interest in wives or courtship, wanting only battle. Annoyed, her father insisted that Yizilna frequently meet with the local Sk’akh priest, of whom continued to press Yizilna to fulfill their duty to the clan. It was here that Yizilna first privately disclosed to him that she had a turmoil between her soul and the vessel of her body. When the priest began admonishing her for wanting to go off to battle as a woman, she falsely recanted, unwilling to lose the potential of glory.&lt;br /&gt;
&lt;br /&gt;
The growing chaos and tension across Moghes from the arrival of humanity had their father fear for the future of the Clan and so he wanted all of his sons to know how to fight. Yizilna was sent  to become an apprentice under &#039;&#039;&#039;Zoboz Tza&#039;&#039;&#039;, a warrior of renown who lived in &#039;&#039;&#039;Da’kath&#039;&#039;&#039;. Thus in &#039;&#039;&#039;2437&#039;&#039;&#039;, at &#039;&#039;&#039;15&#039;&#039;&#039;, they began training. After only a year, the [[Contact War]] broke out, and Tza took the young Yizilna with them to one of the many battles raging across Moghes.&lt;br /&gt;
&lt;br /&gt;
Zoboz insisted that Yizilna was not ready to fight when they came to their first battle, in a large farmland south-east of &#039;&#039;&#039;Bahard&#039;&#039;&#039;. Yizilnai was left to observe at one of the Coalition’s camps on a hill that overlooked the front line. She watched the Coalition levys, numbered in the tens of thousand, engage in battle. Hegemonic breacher suits fired with their exotic, alien laser weaponry during the Coalition charge, killing thousands as she just watched.&lt;br /&gt;
&lt;br /&gt;
Eagerness overtook her and she abandoned her post, she stole a Threshbeast and rushed to join the battle in simple steel armor. By the time she had reached the front line it had transformed into a brutal, desperate slog at close quarters. She picked up an energy halberd from a fallen Hegemonic warrior and joined the melee. Fighting well at first she was soon overwhelmed and was disarmed. She was saved from a finishing blow by Zobaz, who slew her attacker and reluctantly fought alongside her. The battle was ultimately a pyrrhic victory for the Coalition. Zobaz admitted that she fought well, but admonished her for disobeying him.&lt;br /&gt;
&lt;br /&gt;
Having taken a serious blow to her dominant arm, she was sent back to her Clan to coalesce until she could wield a weapon properly again. Filled with a new sense of pride and confidence after her first battle, she declared before her clan the true nature of her soul, and she abandoned her old name to take on &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Her clan, knowing she was sincere, immediately admonished her for entering into a man’s field of warrior-hood, and demanded that she abandon these pursuits to take on the role of a domestic servant to be prepared to be wed to a wealthier guild family. They took away her weapon and armor, and forbid her from leaving the grounds. She became angry and resentful, believing she more than proved herself. This resentment grew worse as she continued to hear news about the war, while she was trapped cooking and cleaning around the house.&lt;br /&gt;
&lt;br /&gt;
The sudden atomic hellfire that swept across Moghes came to her when the city of Da’kath was suddenly &#039;&#039;&#039;obliterated in the middle of the night by an atomic bomb&#039;&#039;&#039;, and her Clan was forced to flee, leaving nearly everything behind. They were one of the first to reach the &#039;&#039;&#039;Untouched Lands&#039;&#039;&#039; after a week of travel, and filtered through the confused and panicked Hegemonic patrols and guard stations to enter Skalamar proper, with several members being separated. With all of the fear that the entire world was facing an encroaching apocalypse they desperately sought passage on one of the many shuttles taking people off-world. At one of the Skalamar shuttleports Yizilna became separated from her Clan in a stampede that forced her into a departing shuttle with hundreds of other strangers.&lt;br /&gt;
&lt;br /&gt;
This shuttle was quickly poached in-system by one of the countless pirates that were taking advantage of the mass exodus, and all of the passengers were taken prisoner. Yizilna was forced into a servant role with other Unathi prisoners, forced to cater to their human captors. After a year of being held prisoner, on &#039;&#039;&#039;2440&#039;&#039;&#039; she staged a &#039;&#039;&#039;slave uprising&#039;&#039;&#039; with the other captors. This uprising was brutally put down, and in their anger the pirate crew took the surviving captives to the Malefaction and sold them all into servitude.&lt;br /&gt;
&lt;br /&gt;
Yizilna was purchased by one of the slavemasters of the &#039;&#039;&#039;Malefaction&#039;&#039;&#039; station and once again found herself performing menial duties. Here she endured her servitude for the next seven years. But she was determined to fight back, and spent this time secretly training and plotting with other slaves, engaging in small acts of sabotage and drilling them in forgotten maintenance tunnels using the few lessons she learned from Zobaz, and stolen textbooks on battle doctrine.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2447&#039;&#039;&#039;, at &#039;&#039;&#039;25&#039;&#039;&#039;, she staged a slave revolt on the station. This time it was successful. Yizilna had &#039;&#039;&#039;every slaver beheaded&#039;&#039;&#039;, then offered the rest of the pirates amnesty in exchange for serving her.&lt;br /&gt;
&lt;br /&gt;
Now in charge of a dilapidated retrofitted former space prison and a rag-tag fleet of freed slaves and intimidated pirates with questionable loyalty, Yizilna immediately declared to them all that the next goal was to take over the galaxy.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2452&#039;&#039;&#039; she had grown in infamy after revealing two retrofitted &#039;&#039;&#039;Hephaestus&#039;&#039;&#039; Promethean super-freighters in the Malefaction shipyard. With the cargo holds torn out and replaced with weapons mounts and additional armor packed onto the front, these new Hammerheads became fearsome, lumbering beasts that could devastate almost any contemporary vessel in a ramming action. The group, with their aggressive bravado, went as far as to name themselves the &#039;&#039;&#039;Steel-Spirits&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Their exploits finally frayed the patience of the [[Frontier Alliance]], with nearby member states assembling a fleet to destroy the Malefaction and Yizilna. On the day of their arrival into the system, the Malefaction revealed its secret, and evaded their attack.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2458&#039;&#039;&#039;, at &#039;&#039;&#039;36&#039;&#039;&#039;, Yizilna met &#039;&#039;&#039;Tizma&#039;&#039;&#039;. Frustrated at the sudden encroachment on her territory, she agreed to a meeting, intent on scaring him away. She was surprised at the sudden declaration of love and offer for an alliance by this stranger. In her career Yizilna had encountered men who either resented her or feared her; this was the first man to be so bold as to make an advance. Confused at first, she was soon swayed by his arguments about the strength their armadas could possess if they united. She was also eager to see if this strange man would meet her expectations.&lt;br /&gt;
&lt;br /&gt;
So the two formed the [[Grim Compact]], and combined themselves into a single armada. They moved the Malefaction to the &#039;&#039;&#039;Kaziti system&#039;&#039;&#039;, overwhelming the defenders and creating a new base of operations. With the new power and wealth provided by the Compact, she could take on more daring operations.&lt;br /&gt;
&lt;br /&gt;
Yizilna soon started to feel the deep envy Tizma felt at her accomplishments. She was reminded about the humiliation the demands her Clan had put on her, and she delighted in eggingion the envy. She felt as if she was getting back at her clan by projecting them onto Tizma. When the first &#039;&#039;&#039;Great Spat&#039;&#039;&#039; occurred, she relished the chance to assert her accomplishments and out-do Tizma. She took her entire armada and goaded a Frontier Alliance fleet twice her size into battle, and miraculously defeated it using the same tactics as before, in what is now called the &#039;&#039;&#039;Battle of Yivari Prime&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Yizilna today is known as a harsh and crass woman that offends the sensibilities of traditional Unathi for her behavior and actions. She follows the [[Star Code]] with near resentment, and makes exceptions for captured slavers, who she has a standing order to have beheaded whenever captured. She has no interest in her old clan, and makes no effort to find them. She seeks power at the expense of everything else, and some have argued that she only uses the Compact to further this goal. She is constantly seeking excitement in battle, and attracts like-minded individuals, leading to her Steel-Spirits’ reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=24490</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=24490"/>
		<updated>2022-04-30T20:43:05Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* The Untouched Lands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 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 surface was an earth-like 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. 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;
=== Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
&lt;br /&gt;
===Year and Seasons===&lt;br /&gt;
&lt;br /&gt;
A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  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&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 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 makes them appear lazy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
&lt;br /&gt;
====The Wasteland====&lt;br /&gt;
The Wasteland suffers from extreme fluctuations from the standard seasons. The Wasteland typically has average temperatures of 40 - 48°C near the equator with the highest recorded temperature being 52°C during Versakh, and these record temperatures plummet to -56.7 - 0°C in the northern and southern hemispheres. The majority of the Wasteland near the equator remains near 0 - 10°C during Kasavakh and rarely goes above freezing during Travakh, remaining near -12°C at average. Due to a lack of vegetation or topsoil the Wasteland also suffers from massive sandstorms. Wind speeds typically reach 92 km/h (57 mp/h). Unathi can only survive in temperatures -10°C to 42°C without suffering damage, which makes the Wasteland incredibly difficult to survive without specialized equipment.&lt;br /&gt;
&lt;br /&gt;
==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. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
&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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===Siro (Shrieker)===&lt;br /&gt;
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The &#039;&#039;&#039;Siro&#039;&#039;&#039;, or &#039;&#039;&#039;Shrieker&#039;&#039;&#039; is one of the few remaining mammals alive that have not been effected 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 [[Unathi_Military_Structure#Sky_Behemoth|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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===Hegeranzi (Warmount)===&lt;br /&gt;
&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 a 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 take 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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===Tul (Tusk)===&lt;br /&gt;
[[File:MoghesBiomes- Copy.png|thumb|A map of pre-War Moghes with the biomes defined. Moghes had varied ecosystems that were lost due to the atomic war.]]&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
&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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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
&lt;br /&gt;
The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039; &#039;&#039;(Quarterstaff)&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039; &#039;&#039;(Spearwhip)&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; &#039;&#039;(Unarmed)&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; &#039;&#039;(Trident)&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skalamar&#039;&#039;&#039;, ruled by the brash and loyal &#039;&#039;&#039;Trikzara Sirax&#039;&#039;&#039; &#039;&#039;(Golden Halberd)&#039;&#039;, brother to Clanmother Izwesk, is the capital of the Hegemony. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it. It has a super-majority of Sk&#039;akh faithful and is the heartland of the faith.&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039; &#039;&#039;(Energy Sabre)&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039; &#039;&#039;(Sends a Champion)&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039; &#039;&#039;(Bribery)&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039; &#039;&#039;(Arbalest)&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and formerly boasted a large contingent of Maraziites that replaced the City Watch; now, most of their regiment has been replaced with Priests of the Aspect under the Warrior&#039;s tutelage. The city is known for its peculiar vines that cover almost every building. During Versakh, they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039; &#039;&#039;(Sends a Champion)&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid &#039;&#039;&#039;Lord Ki&#039;mokiz&#039;&#039;&#039; &#039;&#039;(Gunshield)&#039;&#039;. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039; &#039;&#039;(Cutlass, Dagger, Charisma)&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039; &#039;&#039;(???)&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority. It is rumored to have been cursed by Lord Korhar&#039;s ancestral line. All that have gone against him have died or have been crippled through means unknown.&lt;br /&gt;
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*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039; &#039;&#039;(Energy pistol, Sword)&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039; &#039;&#039;(Unarmed, Breacher Suit)&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
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=== The Broken Coalition ===&lt;br /&gt;
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*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039; &#039;&#039;(Laser Rifle)&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039; &#039;&#039;(Ornate Ivory Greatsword)&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; &#039;&#039;(Gemstones, Kindness)&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
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== The Wasteland Regions ==&lt;br /&gt;
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There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&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>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dominian_Imperial_Military&amp;diff=24283</id>
		<title>Dominian Imperial Military</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dominian_Imperial_Military&amp;diff=24283"/>
		<updated>2022-04-10T21:20:23Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* His Imperial Majesty’s Fleet */ Removing a part that wasn&amp;#039;t approved by the unathi team.&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;
[[File:Dominia_Flag_Small.png|thumb|The Imperial standard.]]&lt;br /&gt;
For an expansionist state such as the Empire of Dominia a strong military is of the highest concern, as is the sprawling military-industrial complex that supports it. The &#039;&#039;&#039;Dominian Imperial Military&#039;&#039;&#039; is thus consistently lavished with funds, equipment, and training as a result of its critical nature, which has made it into one of the most-experienced fighting forces in the contemporary [[Orion Spur]]. Yet there is one aspect of its nature cannot be changed no matter how much money is thrown at it: the fact that the vast majority of its least senior personnel — from enlisted soldiers guarding occupied Fisanduh, to the ground crews that maintain the supersonic aircraft favored by typically noble pilots, to the crewmen of the Imperial Navy’s ships — are Ma’zals.&lt;br /&gt;
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While those that supervise these Ma’zals as officers are generally Secondaries or Primaries, the ones below them almost always outnumber them. This seeming contradiction — that the instrument of conquest, and thus the creation of Ma’zals, itself is made up of those conquered — has long seemed puzzling from the outside, yet the Empire has shown that it is able to make the contradiction seemingly sensible, against all reasonable odds. The answer to this puzzle lies in the Empire’s taxation policy: the [[Empire_of_Dominia#The_Mo’ri’zal|Mo’ri’zal]].&lt;br /&gt;
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The often-high Mo’ri’zals that Ma’zals incur simply due to being born as a Ma’zal motivates many to pursue a career in the Imperial Military, which often is the only way that many Ma’zals and their families will be free of debts incurred for the privilege of being born in the Empire. Some join for other reasons — many from Novi Jadran in particular join out of a sense of duty to those they perceive as their betters, and often rise higher than their Ma’zal counterparts — but the majority are motivated by their Mo’ri’zal, and the better lives they will live after they are rid of it. The sheer number of willing volunteers that sign up to serve in the Imperial Military has ensured that the Empire has not had a draft since the War of Moroz, a fact that it often dangles tauntingly over the head of the conscription-heavy [[Elyra Military|Elyran Armed Forces]].&lt;br /&gt;
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The [[Empire_of_Dominia#Dominian_Society|Primaries, Secondaries, and Ma’zals]] of the Imperial Military are divided into three major branches: the Imperial Army, His Imperial Majesty’s Fleet, and the Imperial Flying Corps. &lt;br /&gt;
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==The Imperial Army==&lt;br /&gt;
&#039;&#039;L&#039;Honneur Accorde la Victoire&#039;&#039;&lt;br /&gt;
[[File:House_Strelitz.png|thumb|right|The dark red standard of House Strelitz, the great house that dominates the Imperial Army.]]&lt;br /&gt;
The oldest and largest of the Empire’s branches is the Imperial Army, which was first formed by the Imperial Alliance — the predecessor of the modern Empire — in the years leading up to the War of Moroz. This makes it older than the Empire itself, though constant reforms and modernizations have ensured that it bears little resemblance to the force that once became stuck in a mountainous quagmire when it had to fight the Confederated States of [[Fisanduh]]’s Army. [[Empire_of_Dominia_Great_Houses#House_Strelitz|House Strelitz]] is the unquestioned master of the Imperial Army, but their conservative nature — and sense of duty — have ensured that the Army is unfailingly loyal to the Emperor, though some more conservative members of it are rumored to disdain the apparently liberal and reformist heir apparent, [[Keeser_Royal_Family#Crown_Princess_Priscilla_Keeser|Crown Princess Priscilla Keeser]].&lt;br /&gt;
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The Imperial Army has perhaps the most practical experience out of any comparable force in the [[Orion Spur]] due to the Empire’s seemingly unending conquests, which are providing it with ample opportunities to cut its teeth in open warfare and counterinsurgency operations. Its large size and multitude of active combat operations have given the Imperial Army a massive need for officers, regardless of their origins. Though it remains heavily stratified it is— despite the conservative leanings of House Strelitz — it is not unheard of for a Ma’zal to become an officer, though those that rise to such ranks are typically from [[Empire_of_Dominia#Novi_Jadran|Novi Jadran]]. While a Ma’zal is capable of rising to the officer ranks, ranks above non-commissioned officers consist almost entirely of Secondaries and Primaries, and a majority of these officers are a part of or affiliated with House Strelitz. Noble officers of the House can be found at a variety of ranks ranging from platoon officers to general staff, and families of the House consider it a point of pride to have a relative serving as an officer involved in active combat. To many Strelitz no location is better suited to the honing of martial pride than an active battlefield, where the path to glory so often originates.&lt;br /&gt;
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While the Imperial Army is primarily a human organisation it does have some aliens within its ranks, primarily unathi from or affiliated with House Kazhkz and its Han’san faction. These unathi are formed into their own species-based units commanded by human, and often Strelitz-affiliated, officers that are attached to Imperial battalions as assault infantry. These “unathi regiments,” as they are typically known are highly prized by Imperial Army commanders, who often deploy them to the most dangerous areas of an assault.&lt;br /&gt;
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The common soldiers of the Imperial Army are most typically deployed on the Imperial Frontier, where they are responsible for much of the fighting and dying that takes place when a planet does not immediately surrender to the Empire when His Imperial Majesty’s Fleet arrives in the system in force. One of the most recent notable invasions carried out by the Imperial Army was the invasion and pacification of [[Empire_of_Dominia#Sun_Reach|Sun Reach]], a planet located in a system with rich deposits of Helium-3. While the conquest took barely two months the Imperial Army has since found itself in a protracted war against insurgents on the planet, and has resorted to using more and more severe methods to pacify the population. While much of the Imperial Army’s combat operations are carried out against similar unconventional forces, it has engaged many conventional forces: primarily the militias and limited armed forces of colonies the Empire conquers. In these scenarios it almost always has an overwhelming advantage, and has yet to face a serious defeat on the open battlefield as a result. Imperial Army forces are also involved in what they term as “peacekeeping operations,” in Fisanduh alongside the Imperial Flying Corps, where they have been involved in an ongoing asymmetrical conflict for decades.&lt;br /&gt;
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Compared to its major regional rival, the Elyran Armed Forces, the Imperial Army is significantly more experienced but has begun to lag behind in technological parity as the Elyran military has reformed. The equipment demands that result from its large size and multitude of conflicts have given the Imperial Army a preference for equipment that has been proven to work effectively. Unlike the glamorous clothing associated with [[Moroz|Moroz’s]] nobility, the typical Army regular’s uniform and armor consists of dull earthen tones designed to blend in with the environment. The most common rifle used by Imperial Army troops is the MPR-24/5 (Moroz Pattern Rifle, Year of 2624, fifth modification), a 40 year old rifle that has been continuously upgraded and modified since its inception as ballistic weaponry, in the eyes of Army command, is both more reliable and easier to train Ma’zals with. As a result energy weaponry is generally kept within special units consisting of more trusted Ma’zals, such as those from Novi Jadran, and the Army’s primarily-Morozian special forces.&lt;br /&gt;
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The special forces of the Imperial Army are known as His Majesty&#039;s Special Operations Group, or simply as “the Group.” The Group is primarily recruited from the Empire’s core worlds and Novi Jadran, and is divided into two wings: geneboosted and non-geneboosted. The geneboosted wing is the older and more prestigious branch, dating back to the end of the War of Moroz and the Strelitz troops used to decisively end it. This wing consists entirely of geneboosted Primaries and is often regarded as the most prestigious unit of the Army. The non-geneboosted wing is primarily recruited from Novi Jadran (though Lyodii and Secondaries often find their way into it) and, despite their lesser prestige, is responsible for the majority of the Imperial Army’s special operations due to its larger size and greater flexibility. Commandos from the non-geneboosted wing can be found throughout the Empire, but are most often associated with long-range expeditions into Fisanduh to destroy 3F arms factories. These long-range patrols are often equipped with non-Dominian weaponry in the name of plausible deniability, and to avoid any diplomatic consequences.&lt;br /&gt;
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Standards of living of the soldiers of the Imperial Army vary depending on both their rank and their social class of origin, though the meritocratic nature of its recruitment and organisation has ensured that these social class gaps – at least those in common ranks, such as the enlisted and lower-ranked officers – are not egregious. The general staff of the Imperial Army goes to great lengths to ensure that Ma’zals within it are treated well and have a better standard of living while in the Army than many had on their planets, which ensures that it always has a steady stream of willing volunteers signing up to serve. While life is often difficult in the Imperial Army, its personnel – from the greenest Ma’zal recruits just sent to Moroz for basic training to its Primary general staff – can count on the Army not abandoning them to die, or to go hungry in the cold.&lt;br /&gt;
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==His Imperial Majesty’s Fleet==&lt;br /&gt;
&#039;&#039;Soit Gagner Soit Mourir&#039;&#039;&lt;br /&gt;
[[File:Zhao_Flag_Small.png|thumb|right|The white-and-grey standard of House Zhao, the great house that dominates the Imperial Fleet.]]&lt;br /&gt;
While the junior of the Imperial Army in terms of age — being founded in the final years of the War of Moroz — His Imperial Majesty’s Fleet (often shortened to “HIMF,” or simply the “Imperial Fleet,”) is no less important, with many arguing that it is far more important to Dominia’s imperial ambitions than its planetbound counterpart. Vast funds and countless factories are devoted to the purpose of ensuring that the Imperial Fleet is strong enough to counter any threats to the Empire; whether they be pirates, unathi savages, frontiersmen, or Elyrans — the main regional rival of the Empire. Much of the Imperial Fleet’s equipment is produced by Zavodskoi Interstellar in collaboration with [[Empire_of_Dominia_Great_Houses#House_Zhao|House Zhao]] and [[Empire_of_Dominia_Great_Houses#House_Caladius|House Caladius]]: the Zhaos provide the industry and many of the crews, while the Caladius provide the funding required. While the traditionally more liberal House Zhao is the unquestioned master of the Imperial Fleet, the Fleet itself is a more conservative organization that is steeped in traditions and shaped by its sense of unwavering duty towards the Emperor. Many naval officers in the Fleet belong to often-exclusive officer’s societies that exclude most Ma’zals on principal, and officers outside these societies can find their promotions denied or otherwise stymied. Imperial Fleet vessels can be identified by the prefix HIMFS (His Imperial Majesty’s Fleet Ship).&lt;br /&gt;
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While it is smaller than many of its human counterparts — having only 15 fleets with mere hundreds of ships in each — the Imperial Fleet is perhaps the most experienced of the Orion Spur’s human fleets, having fought a variety of pitched battles and border skirmishes in the course of the Empire’s steady outwards expansion over the course of the last century. The experience gained during the course of these conquests has shaped the Fleet’s doctrine of “decisive battle,” in which the entire Dominian force moves as one in a massive show of force in an attempt to make the planet capitulate without serious resistance. Many frontier worlds, which often only have a paltry sum of combat-ready vessels, have surrendered upon witnessing the fully assembled strength of an Imperial fleet.&lt;br /&gt;
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The pride of the Empire’s fleets is the HIMFS &#039;&#039;Carmen Cygni&#039;&#039;, the current flagship of [[Notable_Humans#Duchess_Huiling_Zhao,_Grand_Admiral_of_His_Imperial_Majesty’s_Fleet|Grand Admiral Huiling Zhao]], the master of the Imperial Fleet, and the command vessel of the Empire’s First Fleet. Originally launched in 2445 and recently modernized in collaboration with Zavodskoi Interstellar in 2464, the &#039;&#039;Carmen Cygni&#039;&#039; is regarded as a symbol of national pride, and has never been bested upon the field of combat. To serve aboard it in any function – even at the lowest level – is to bring immense pride to one’s family name, and thousands of hopeful naval personnel apply to serve on the vessel every year. Though it primarily relies upon tried-and-true Helium-3 engines, the &#039;&#039;Carmen Cygni&#039;&#039; is one of the few ships in the Imperial Fleet capable of bluespace jumps. In theory, should the Emperor desire to visit the Republic of Biesel, he would be borne to it on the Imperial Fleet’s flagship.&lt;br /&gt;
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While the Imperial Army is prone to the occasional non-Jadranic Ma’zal officer out of sheer necessity, the Imperial Fleet is not the same. To be a naval officer is a great honor for many, and it is a right reserved for a select few: Primaries, Secondaries, and notable Novi Jadranic Ma’zals, which the Imperial Fleet views as “honorary Morozians,” for all practical intents and purposes. The highest ranks of the fleet are dominated by the Empire’s nobility, and none come from outside of House Zhao. Unathi in particular are looked down upon in the Imperial Fleet and rarely rise above the lowest ranks, with many believing that House Zhao’s intense distaste for their piratical backgrounds is the reason behind this. Those unathi that do opt to fight for the Empire in the vast reaches of the Orion Spur often avoid the Imperial Fleet entirely, instead opting to serve as privateers. These privateers, which are often crewed exclusively by unathi, are often viewed in a poor light by House Zhao and the Fleet.&lt;br /&gt;
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When compared to its major regional rivals, the Elyran Navy and [[Coalition of Colonies]], the Imperial Fleet maintains a technological edge on both and a numerical advantage on the Elyran Navy. However, a direct comparison to the Coalition is difficult due to its dispersed strength and varying development. While a [[Himeo|Himean]] or [[Xanu_Prime|Xanusanii]] fleet may be as strong as their Dominian counterparts, there are many worlds in the Coalition that cannot hope to stand against an Imperial fleet on their own. Imperial Fleet vessels rely overwhelmingly on large-scale ballistic armaments and tend to be large and heavily-armored in order to have more space for well-protected gun turrets. Fleet crews are constantly drilled in order to achieve the best accuracy possible, and little attention is paid to strategies such as ramming in order to board. Dominian vessels are generally slower than their Elyran counterparts as they use Helium-3 powered warp engines rather than phoron-based thrusters. With the shortage worsening every day, it seems that their vessels will be made with He3 engines for the foreseeable future.&lt;br /&gt;
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Each Imperial Navy vessel is assigned a complement of Imperial Marines for the purpose of repelling boarding parties or any boarding missions the ship itself may have to carry out. Clad in white-and-red prejoroub and Jinxiang-pattern suits, these well-trained infantry are primarily recruited from non-geneboosted Primaries and Secondaries. To have a child serve in the Imperial Marines is a badge of honor for many families, due to the prestige of the Fleet and the Imperial Marines’ reputation for bravery.&lt;br /&gt;
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Unlike its planetary counterpart, the living standards of the Imperial Fleet are very much divided along lines of social class and rank. Enlisted personnel live in tight, cramped quarters designed to use space as efficiently as possible while their officer counterparts – which are generally nobles – live in comfortable (and for some, opulent) chambers that are most often private, or at least only contain one to two other persons in the case of junior officers. The Ma’zals of the Imperial Fleet often chafe under these conditions, and as a result the Fleet has a smaller amount of “careerist” enlisted (those that have decided to live their life in service of the Imperial military) than the Imperial Army. Despite the clear class divisions in the Imperial Fleet many Ma’zals still opt to serve in it, as a naval career – and the skills learned in it – can provide immense material benefits for a Ma’zal family.&lt;br /&gt;
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==The Imperial Flying Corps==&lt;br /&gt;
&#039;&#039;Nous Protégeons et Vengeons&#039;&#039;&lt;br /&gt;
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For as long as mankind has walked, he has dreamt of flight. Though not the youngest of the Imperial Military’s branches, the Imperial Flying Corps (often called the “IFC,” or simply “Flying Corps,”) it is by far the smallest, having only a fraction of the personnel that the Imperial Army and Imperial Fleet have under arms. Yet despite this small size it exerts a significant amount of influence due to who tends to join the IFC’s ranks of pilot officers: unlike any other branch in the Imperial Military the IFC’s combat troops are often drawn from the Empire’s nobility, with less prestigious positions (such as ground crews and bomber crews) made up of Secondaries and Ma’zals. To be a fighter pilot — the most prestigious position in the IFC — means that one is, in almost every scenario, also a Primary. As a result of how many nobles fill its officer ranks, no single great house dominates the IFC. As with its naval counterpart many officer pilots in the IFC belong to exclusive societies that exclude Ma’zals on principle, with some of these societies excluding Secondaries as well.&lt;br /&gt;
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The Imperial Flying Corps is seconded to both the Imperial Army and His Imperial Majesty’s Fleet, and provides the both with the majority of their fighter, bomber, and support aircraft. This has led to an often-awkward relationship between the IFC and it’s attached branch, as many officers in the Fleet and Army come from non-noble backgrounds and, in the eyes of noble-born IFC pilots, are socislly inferior to their IFC counterparts. Attempts to integrate the IFC into either the Imperial Army or Fleet instead of having this dual structure have consistently failed due to the Corps’ influence, which stretches up to the Emperor’s throne via the Chief Commissioner for Imperial Aviation, Annaliese Strelitz.&lt;br /&gt;
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To be a pilot of the IFC means many things depending upon what aircraft one is placed in charge of, or what air wing one is assigned to serve in. The fighter wings of the Flying Corps are the most prestigious of the entire force; viewed as knights of the skies, the stereotypical Dominian fighter pilot is a (non-geneboosted) Primary capable of taking down any threat to the Empire, whether in the void of space or the skies above Fisanduh or Sun Reach, before retiring to the polite society of their officer’s clubs. In reality, a significant minority of non-noble fighter pilots — primarily Secondaries with the occasional Ma’zal — also serve as IFC fighter pilots, and are often passed up for opportunities in favor of their noble counterparts.&lt;br /&gt;
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For pilots not in the Corps’ fighter wings life is much less glamorous. Bomber crews — which log more flight hours than any other category in the IFC — do much of the work of supporting the Imperial Army’s offensives and counter-insurgency operations, and gain none of the prestige of their fighter-flying noble counterparts. Those that crew the IFC’s supersonic bombers are, as a result of this lack of prestige, a mix of Secondaries and Ma’zals. These men and women are beloved by the Imperial Army and often hated by the residents of recently-occupied planets, which view them as the source of many of their woes. Those that fly ground attack craft, the most dangerous duty in the Flying Corps, are almost always Ma’zals, and suffer from much of the same issues as their bomber counterparts.&lt;br /&gt;
&lt;br /&gt;
The ground crews of the IFC and those in it that fly what the Corps broadly calls “utility” craft — transport planes and such — are almost always Ma’zals. In the highly-stratified Flying Corps, itself a microcosm of the Empire’s broader society, the Ma’zal works for the Primary’s benefit. Behind every Primary sitting in his cockpit, ready to bring home prestige and accolades to his family, there is a team of Ma’zals: they load the missiles, fuel the fighters, and a dozen other things. But they receive none of the credit, none of the prestige, and none of the attention. Thus goes the nature of the Empire of Dominia, and thus shall it always continue unless the Goddess Herself intervenes.&lt;br /&gt;
&lt;br /&gt;
As one might expect, the living standards of the Imperial Flying Corps are starkly divided along lines of class and rank. The Primaries that serve in it live luxurious, glamorous lives and have many amenities, with most Primaries of the IFC having their own chauffeurs and housing themselves in the finest available accommodations. On the other hand the Secondaries and Ma’zals of the IFC must make do with barracks – often in muddy environments, due to the amounts of earth that must be moved to create an effective airfield – or simple canvas tents. Few Ma’zals, or Secondaries, opt to make a career out of service in the Flying Corps, with many instead transferring out to the Imperial Army or Imperial Fleet. The Flying Corps has, thus far, not cared to address this issue, as many of its high-ranking officers simply view non-nobility as entirely beneath notice.&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=23587</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=23587"/>
		<updated>2022-02-25T00:00:49Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: &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 Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
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{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
The Unathi (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 Nanotrasen 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 Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#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 fiercely 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;
&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;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
&lt;br /&gt;
The following groups, however, cannot be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&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 are also often born into one of four major scale color categories: red, black, orange-brown (&amp;quot;sand-colored&amp;quot;), and green. 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. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. All colors, barring albino, do not mix in the traditional sense: 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 colors do not blend to make something new. Albinos are sometimes slightly tinted in color while remaining predominantly white. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. Colors outside of those mentioned, and also neon shades, do not exist among Unathi&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;
== Religion == &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 [[Unathi Religion#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 [[Unathi Religion#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 [[Unathi Religion#The Aut&#039;akh Heathens|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 [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Unathi have a variety of behaviors, sayings, and customs that other species would find odd and peculiar.&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;
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;
=== Social Behavior 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;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Moghean ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&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 arch over nearly all Unathi universally.&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 and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&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;
=== 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;
Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean ===&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;
=== The Zandiziite Games ===&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;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, 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-Hegemony 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 Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead 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 crises, 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 kind of major lifestyles In Izweski. 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;
=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&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 oasis. &lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&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 [[Unathi Religion|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;
== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&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 [[Galactic Standard Time]]. 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;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. 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;Sarakas 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 Endevour, 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 Sarakas 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;2433&#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;2437 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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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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&#039;&#039;&#039;Guwandi are not an option on station,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition 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 NanoTrasen 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 Aurora station!&#039;&#039;&#039;&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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{{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>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=23146</id>
		<title>The Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=23146"/>
		<updated>2022-01-26T04:38:04Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: Fallen Kingdom is temporarily &amp;quot;benched&amp;quot;&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;
The Wasteland is an unforgiving place, as the name implies. Many inhabitants, the survivors of the Contact War, attempt to make a livelihood here. Their reasons for doing so varies: Be it religious, familial ties, or lawbound exile.&lt;br /&gt;
Here are a few examples of clans that live in the wasteland and how they fare with the harsh life outside of the terraformed areas, the Hegemony controlled territories, and the relative safety of the Untouched Lands.&lt;br /&gt;
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One of the reasons most members of the Clans leave their villages is to have a steady supply of credits for their family back home - for medicine, food, and water. Those who make it out of the Wasteland are lucky to be out, but not everyone has the funds to pay for a smuggler to get them past the Izweski navy.&lt;br /&gt;
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== Life in the Wastes ==&lt;br /&gt;
Living in the wasteland is no easy feat. Many who try, fail. Others waste away, barely something one can call living. However, a precious few manage to overcome all odds, subjugating what many believed to be the end of all Sinta into something with purpose. Through iron will and steel blade, they set forth into the irradiated deserts in an attempt to reclaim what is rightfully theirs.&lt;br /&gt;
[[File:UnathiEggColoured.png|250px|thumb|right|Life always prevails.]]&lt;br /&gt;
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Quality of life differs from settlement to settlement, some thrive upon the hidden riches uncovered below the sands, while others wither and decay as trade routes get intercepted and resources run low. Communication between the settlements are often rudimentary, use of smoke signals, coloured balloons raised into the air (raised green means good, raised red means bad, and so forth), and in some lucky cases, salvaged pre-war radio equipment.&lt;br /&gt;
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A majority of Unathi who find themselves stranded here are the remnants of the Traditionalist coalition. While they found themselves at odds with the Izweski Hegemony in the past, they realize that they have been beat, and simply cannot survive without some support from those within the Untouched Lands. Many still bear resentment and even anger towards the Hegemony and those that swear fealty to it. Still, trade is conducted to make ends meet.&lt;br /&gt;
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A few settlements dotted around the area have received help from Hephaestus Industries to set up educational centres, capable of teaching hatchlings the way the galaxy works, in an attempt to recruit as many of them into the company when they reach adulthood. The Interstellar Aid Corps (IAC) has established hospitals and learning centres in a small number of the larger established colonies.&lt;br /&gt;
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For the disillusioned few, those that fell out of the learning centres, or those that simply were too barbaric to live in the establish settlements, a criminal underground was established. These secret networks distribute spoofed space traffic codes, as well as transport into different star systems, in exchange for servitude for a set amount of years, a great debt, or a single, dangerous task.&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. These are the remains of the crumbling kingdoms that once fought against, or for the Izweski&#039;s dominion, and simply can fight no longer.&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 oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&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 Unathi 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 [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far.&lt;br /&gt;
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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== The Reclaimers ==&lt;br /&gt;
Clans of Unathi paid to scavenge the wastes in search of pre-war technology. They’re typically trained for combat, though there will of course be engineers and people who care for cargo, as well as scientists capable of operating and reactivating the technology. Known by the inhabitants of the wasteland as “Rustboys”.&lt;br /&gt;
[[File:UnathiLandcrawler.png|250px|thumb|right|One of the landcrawlers, slowly making its way through the wastes.]]&lt;br /&gt;
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They operate as Unathi usually would, having the Moghean version of a nuclear family. Gender roles are enforced as normal. The men being the preferred sharpshooters, gunners, and pilots. Women act as cooks, medics and caretakers of the young. Both men and women share some jobs, such as cleaning, repairing the landcrawler, and delivering resources around the craft.&lt;br /&gt;
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They operate out of landcrawlers, massive mechanical beasts of burden that use treads to move across the wasteland. These vehicles are so massive they’re capable of supporting the entire clan living in them for months at a time. Realistically they only need to refuel it, but the wasteland wears down on both the people and the vehicles they use, creating a need for them to head back home and repair.&lt;br /&gt;
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Some wealthy clans have upgraded their landcrawlers with a massive steam catapult on top, capable of launching planes that are used to scout the wastes; spotting dangers, loot and Punished bases. These are usually crewed by two men, a pilot and a spotter/gunner. Some may carry bombs, but these are seen as barbaric and damaging to the loot.&lt;br /&gt;
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When they find something they can salvage, or some wastelanders attempt to attack them, they deploy smaller but highly advanced sandrovers. These vehicles are fast enough to catch up to any threat, as well as chase down in-use pre-war tech, and disable it.&lt;br /&gt;
[[File:Reclaimer_Car.png|200px|thumb|right|A Reclaimer vehicle, speeding across the dunes.]]&lt;br /&gt;
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These clans aren’t particularly pious, having a more pragmatic and materialistic view on things in general. As long as you didn’t jeopardize the operation, you were free to call the landcrawler your home.&lt;br /&gt;
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Due to the work they do, they’re well liked by the nobles, who hire them as mercenaries of war on occasion. They also serve as escorts and guides for traveling nobles, protecting them from the horrors of the wasteland.&lt;br /&gt;
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== Clan &amp;quot;Gawgaryn&amp;quot; - The Punished Clans ==&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;There is nothing left. The Ancestors weep as they beg us to leave Moghes. No more children will grow up in our Ancestral Homelands the same as we have, ever again.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;The words of &#039;The Lost Son&#039; while visiting the ransacked capital of the Azarak Kingdom - the losing side in the Contact War.&#039;&#039;&lt;br /&gt;
A mega-clan forced to attack others during the war, or risk starvation and total annihilation. They were supposed to receive the capital punishment, but fled to the wastes to escape this. Now they roam the wasteland, having become exactly what they wanted to escape in the past, bandits who loot and pillage to make a living.&lt;br /&gt;
[[File:Punished_Raider.jpg|200px|thumb|right|A Punished raider, &amp;quot;Abushk Gawgaryn&amp;quot;, mounted on his specialized sandbike.]]&lt;br /&gt;
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They are rumoured to have an overseeing leader, &#039;The Lost Son&#039; as he is known, refuses to go by his original name, and only has that title to identify him. He leads the Punished Clans, simply so that they can survive. His only goal is the survival of his clan, and his people, and he&#039;s even resorted to kidnapping Unathi and forcing them onto ships outbound to other systems keep them alive, even if they wish to remain by his side and defend him.&lt;br /&gt;
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The act of being exiled and cut off from the rest of the unathi society has left them worse for wear. So much as mentioning “The Exile Event” will get one beaten to a pulp and even killed, if the crowd was enraged enough. Still, the Clan Father sends two sinta to the Hegemon territory annually, willing or not, to ask for forgiveness. These always get turned around at the city gates and cannot return home, as this will surely lead to their death.&lt;br /&gt;
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The Punished don’t care much for gender roles, their situation is too dire to segment their workforce. A sinta is obligated to pull their weight despite gender, and in the worst of times, despite age.&lt;br /&gt;
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There are hidden bases scattered throughout the wasteland, acting as pit stops to rest and recover from raiding, more so than bases of operation. Permanence is a last resort, as staying in one area will get them bombed out, or worse, captured and forced to face their crimes. There are rumours spreading through the Hegemony that there exists a primary base, where Clanfather Kuma’Gizz lives and coordinates the raiding missions. &lt;br /&gt;
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The &#039;&#039;&#039;largest raid&#039;&#039;&#039; ever performed have been the thefts of Solarian trade shuttles that were landed at an Izweski wasteland camp - the Gawgaryn boarders forced the human pilots to pick up hundreds of Unathi and help them escape to the Frontier and beyond - many of these clans eventually finding homes in &#039;&#039;&#039;Tau Ceti seeking legal asylum&#039;&#039;&#039;. The five Gawgaryn warriors in charge of the raid were not given asylum by Tau Ceti, and instead were given to the Izweski. They were later executed publicly.&lt;br /&gt;
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These five Gawgaryn warriors are forever worshiped by the Unathi that were able to escape, as heroes.&lt;br /&gt;
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== The Spirits of the Oasis ==&lt;br /&gt;
Unathi who just try to make a living in the wasteland. They live in a state of symbiosis with the Dionae, which clears the radiation from their crops. They are agricultural experts, capable of farming even in the wastes. The food produced from these are used to feed both themselves and their animal companions.&lt;br /&gt;
[[File:UnathiHatchling.png|250px|thumb|A hatchling standing next to her wasteland home.]]&lt;br /&gt;
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The larger villages plant huge swathes of dionae pods, which either get used to absorb the radiation in the surrounding area, or sent to new settlements to give them a headstart on the minute terraforming procedures. The more land that gets terraformed, the more crops get planted, the more biomass the dionae have available.&lt;br /&gt;
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They have an attachment to their animals and the dionae, who they regard as pets up until a gestalt forms, who they then regard as fully fledged members of the clan.&lt;br /&gt;
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Owing to their static lives and traditionalist nature, they have rigid gender roles. The women tend to the crops and animals, and prepare the food. The men deal in commerce, do hard manual labour, such as mining or building, or train to become warriors skilled enough to defend their village from Punished raiders.&lt;br /&gt;
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Chiefly, they follow the Th’akh religion, though some among them may have different opinions, or even dip into Sk’akhism. There is a firm belief among them that the ancestors wish for them to reclaim the land, and return what was once theirs to its original, beautiful form.&lt;br /&gt;
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&#039;&#039;&#039;Oasis Clans&#039;&#039;&#039;&lt;br /&gt;
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While players are in no way obligated to play these clans, and are more than welcome to homebrew their own, these clans are known and settled in the wasteland. Choosing to play one of these will allow you to play out their quirks, as well as meet other clanmembers on-station.&lt;br /&gt;
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=== Clan Dorviza - The Dryads ===&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Is something the matter?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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This clan is considered to be Moghes’ leading experts in regards to all things flora. Their ability to twist a plant’s use to fit their own needs is unparalleled. Many times, the injured are brought to the Dorviza, where their unique traditional herbal treatments are used to heal the wounded.&lt;br /&gt;
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The Punished frequently raid their settlements to get their hands on medical supplies. Often, these raids are fought off by a mixture of Dorviza forces and Reclaimer mercenaries who protect the Dorviza in exchange for discounted medical treatment.&lt;br /&gt;
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&#039;&#039;Unathi from clan Dorviza would generally work in:&#039;&#039; &#039;&#039;&#039;Medical, Hydroponics, Xenobotany&#039;&#039;&#039;&lt;br /&gt;
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=== Clan Vihnmes - The Negotiators ===&lt;br /&gt;
&#039;&#039;&#039;“We’ll see what we can do.”&#039;&#039;&#039;&lt;br /&gt;
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The survivors of this clan is in no way physically fit, instead surviving the wild wastes by silvered tongue. They run inns and taverns as a way for those roaming the wasteland to get a safe place for rest and respite. Sooner to call upon help or talk those opposing them down, than to grasp at a weapon; the survival of this clan is speculated by many to simply be a miracle by the great Sk’akh.&lt;br /&gt;
[[File:Young_Ozeuoi.png|200px|thumb|A young Unathi, &amp;quot;Rahkr Ozeuoi&amp;quot;, taking a break from repairs.]]&lt;br /&gt;
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The Reclaimers make extensive use of the Vihnmes, either to rest at, while their Landcrawlers are in for repairs, or as a middleman to ensure that the nobles don’t mislead and underpay them for their services. Owing to the near-permanent presence of the Reclaimers, the Punished steer clear of all Vihnmes settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Vihnmes would generally work in:&#039;&#039; &#039;&#039;&#039;Cargo, Bartending, Counseling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clan Ozeuoi - The Architects ===&lt;br /&gt;
&#039;&#039;&#039;“Whatcha need fixed?”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strong and hardy, the Ozeuoi survive by pure ingenuity alone. What they lack in common sense and tact, they more than make up for in ability to cobble together scraps to create formidable creations. They live in relative seclusion from the other wasteland clans, owing to their overuse of turrets, traps and walls spanning miles of irradiated sand.&lt;br /&gt;
&lt;br /&gt;
They make short work of Punished raids, by means of dispatching it before it even reaches their first set of gates. Not quick to make friends, but ultimately wanting to expand eventually, the Ozeuoi grow their numbers by recruiting retired Reclaimers, in exchange for handling the repairs of their massive Landcrawlers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Ozeuoi would generally work in:&#039;&#039; &#039;&#039;&#039;Engineering, Science&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
=== Way of Life ===&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
=== Diplomatic Status ===&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=22681</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=22681"/>
		<updated>2022-01-12T04:17:23Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Politics and Government */ Needed to update some items to make the system more democractic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
Ouerea, which is the fourth planet from the Uueoa-Esa star, is the first planet to be colonized by the [[Unathi]]. It was successfully colonized with Jargon and Alliance assistance on February 3rd, 2438. Ouerea is one of two habitable planets in the system, the second being [[Moghes]]. The planet was discovered and accurate models of its position and orbit were made in 1483 by Izweski astronomer &#039;&#039;&#039;Kizar Yuiz&#039;ku&#039;&#039;&#039;, and it was discovered to be habitable in the 20th century. In general the planet&#039;s biome is roughly similar to Moghes with mild variations. The ecosystem is a lot less complex than Moghes, with most of the planet covered in grasslands and forests with small, simplistic wildlife and fish. However these ecosystems are under threat by extensive and exhaustive mining operations being done by [[Hephaestus Industries]]. Other than Hephaestus, fishing Guilds dominate the economy of Ouerea, though other grassroots industries are growing. These industries were originally oversaw by the Skrell who ensured strict environmentalist policies, but when the Hegemony regained control of the colony nearly all forms of regulations were chucked out of the window, and now guilds have near total autonomy at the expense of the environment and their workers.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Shortly after the first Unathi left the colony ship, violence and war engulfed Moghes in the [[Contact War]]. With the Izweski unable to provide the intense focus necessary for Ouerea, the [[Skrell|Jargon Federation]] and [[Sol Alliance]] set up a coalition colonial government. Despite originally intended to be temporary, the apocalyptic end of the Contact War brought the stark reality that the government was here to stay. This meant that Ouerea enjoyed a representative democracy rather than traditional Unathi feudalism.&lt;br /&gt;
&lt;br /&gt;
Ouerea was forcefully annexed by the Izweski Hegemony in &#039;&#039;&#039;2457&#039;&#039;&#039;. The decades of republican rule were ended as an &#039;&#039;&#039;Overlord&#039;&#039;&#039; &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039; was installed, taking on the responsibilities of King of the whole planet. As a concession, Yiztek allowed Ouerean elders to assemble in an advisory council to help rule under him. Yiztek worked tirelessly to blend the law codes of the former Colonial rulers and ancient code of honor of Moghean Unathi.&lt;br /&gt;
&lt;br /&gt;
The planet was struggling economically as it dealt with reintegration into the Hegemony as well as a growing refugee crisis. The Izweski on Moghes tried to ship as many refugees from the Wasteland to Ouerea as possible, causing the population to skyrocket without the proper logistics to handle it. Many Ouerean cities, modern and comparable to large cities in the 22nd century Earth, are now suffering with an explosive growth of slums.&lt;br /&gt;
&lt;br /&gt;
However in &#039;&#039;&#039;2461&#039;&#039;&#039; a series of popular uprisings flipped nearly the entire planet to the rebel forces of the Ouerean Confederation, leaving only the capital city of New Skalamar in the hands of royalists. Not&#039;zar Izweski, through shrewd negotiations, managed to strike a deal with the rebels. Feeling co-opted, the Overlord attempted to sabotage the negotiations and was expelled for the attempt.  Now the planet holds a special status in the Hegemony as its only colony not ruled by an Overlord, but by democratically elected elders.&lt;br /&gt;
&lt;br /&gt;
=== Politics and Government ===&lt;br /&gt;
&lt;br /&gt;
On a planetary level, the Grand Council works to resolve disputes and plan for the welfare of all the people. &lt;br /&gt;
&lt;br /&gt;
On the state level, several settlements combined into a polity form a &#039;&#039;&#039;Great-Clan&#039;&#039;&#039;. These provinces are ruled by a &#039;&#039;&#039;chief&#039;&#039;&#039; elected by the region&#039;s mayors. It is common for an old lord from a clan of nobility to rule these.&lt;br /&gt;
&lt;br /&gt;
On the local level, the Confederation is ruled by democratically-elected elders. Cities have &#039;&#039;&#039;mayors&#039;&#039;&#039; elected by popular vote for set terms, though they are more often than not a previous City Lord that helped develop the city and are usually referred to as such by Unathi still.&lt;br /&gt;
&lt;br /&gt;
==== Planetary Overlord and the Elder Chiefs ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elder-Chiefs&#039;&#039;&#039; are typically male Chiefs elected by instant-runoff voting, in which candidates are ranked on a ballot by a voter, and their ranking determines how much weight that vote has for them. They serve for life on the Synod of Scales but can be removed through other methods, though this has yet to be seen.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Overlord&#039;&#039;&#039; works in a different capacity than most places. They typically operate as a liaison between the Hegemony and Ouerea, sometimes being a mouthpiece for both when both sides agree on a course of action. They have some sway with the Synod of Scales, but the Overlord has limited powers compared to before the coup.&lt;br /&gt;
&lt;br /&gt;
The system was revised to resemble the old feudal system Unathi are used to with the major discrepancy being democracy was instituted largely. Many humans and Skrell still reside on Ouerea, and there are some human and Skrellian mayors.&lt;br /&gt;
&lt;br /&gt;
[[File:Siegecomplete.png|thumb|alt=Unathi.|Not&#039;zar Izweski managed to secure a lasting peace with Ouerea by negotiating with the rebel forces, despite the efforts of the then-Overlord to sabotage the talks.]]&lt;br /&gt;
&lt;br /&gt;
== Geography and Climate ==&lt;br /&gt;
Ouerea&#039;s biomes are less complex than Moghes, with most of the planet dominated by forests and grassland, and a single large savanna between the Riztizkzi and Yuaz seas. Early surveys revealed a massive and complex underground cave network snaking across most of the planet, including large caverns and canyons. Most of these subterranean features are filled with water and host to a large variety of underwater wildlife. Izweski Rangers and Hephaestus survey teams continue to explore these cave networks but the vast majority of them remain unmapped and unexplored. The sheer size and depth of the caverns continue to perplex xeno-geologists. Hephaestus mining operations focus heavily on expanding and digging inside pre-existing cavern systems mapped by their teams.&lt;br /&gt;
&lt;br /&gt;
The four major seas of Ouerea contribute to the planet&#039;s higher average humidity than Moghes. During Ouerea&#039;s Versakh season the humidity near the coast is high enough that Unathi that remain outside for extended periods can develop an irritating skin condition as an Ouerean-native mildew develops on their scales and hide. This mildew is extremely difficult to remove with normal bathing and must be treated with topical cream, and is deeply embarrassing for affected Unathi.&lt;br /&gt;
&lt;br /&gt;
==Year and seasons==&lt;br /&gt;
&lt;br /&gt;
A year on Ouerea is 510 days, and similar to Moghes the resident Unathi have divided the year into 15 months with 34 days each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5 months and is typically marked with warm, wet weather and an average global temperature of 35°C. Culturally, like on Moghes, Versakh is a time of rejuvenation and relaxation. During Versakh it&#039;s 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, though on Ouerea this is more ceremonial.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, wet weather with average global temperatures around 30°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 makes them appear lazy.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Ouerea, with temperatures dropping to an average of 19°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.&lt;br /&gt;
&lt;br /&gt;
=== Flora and Fauna ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Awth’una&#039;&#039;&#039; are a warm-blooded reptilian species that gives live birth. They are four-limbed with long, snake-like prehensile tails. They resemble iguanas with a more generally ape-like body structure. Their grasping hands are very dextrous, and they have feet that have a grasping toe. They are the primary tree-dwelling type of lizard that is found in jungles across Ouerea. Typically they are omnivorous foragers that also scavenge from other species’ kills, and are not averse to raiding bird nests or eating the birds themselves. A typical Awth’una troop will be led by a patriarch. The patriarch&#039;s daughters remain with the troop for their entire lives. The young of Awth’una stay with their mothers for typically a year before becoming fully independent. They learn to forage for food and how to behave from their mothers. Orphaned Awth’una can become aggressive or ill-tempered as a result of not having their mother’s guidance on how to behave properly. Noticing this behavior, Unathi xenobiologists often cite them as evidence of the importance of proper cultural values evident in even the animal kingdom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subterranean&#039;&#039;&#039; fl[[Ouerea&#039;s Secret|o]]ra are mysterious. Only the creatures that are found in the more shallow layers of the caverns are even known at all. Several kinds of reptilian monsters are found there, blind with pale scales and sharp claws. Deeper, lichen-grazing creatures crawl through the tunnels and chambers, stocky-limbed and snakelike and partially aquatic. Cataloguing the incredible breadth and diversity of the subterreanean eco-systems is a task that will keep xenobiologists busy for decades, if not more.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Azkrazal&#039;&#039;&#039; or Threshbeast has also taken to Ouerea quite well. A tall, swift-running grazer, in some areas feral herds have outcompeted native Naearzi. However, most Azkrazal on Ouerea are domesticated and thrive in the pastures across Ouerea’s grasslands. They are used as a primary method of conveyance in the homesteads due to their high speed and stamina. However, they are typically found on farms worked by the serfs of rich nobility, due to the cost of importing them and their comparative rarity. The poorer class on Ouerea uses primarily Naearzi harnessed in teams for pulling wagons and carriages. The domestication efforts over the past 20 years have gone well, and the new generations of Naearzi are born less shy and grow to trust their trainers more quickly. Unathi society is learning the secrets of their husbandry quickly, and things like diet and pasture size have been studied to great effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mier’vesh&#039;&#039;&#039; are a small, reptile-avian creature with forked tongues that sample the air. They are popular animals as they are small and sweet tempered, making them slow to respond to danger. They are used as an ideal tool to teach Ouerean hatchlings how to hunt and eat at an early age. They have a strong flocking instinct which leads them to stay together around a lead hen, typically who has the brightest crest or the loudest cry. They are popular with Unathi clanmothers who are too busy to cook, since they can simply put their hatchling outside in the yard to chase Mier&#039;vesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tul&#039;&#039;&#039; are large, muscular, leathery creatures, about a head taller than your average unathi that are native to [[Moghes]] but introduced into the local ecosystem. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
&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;
&lt;br /&gt;
Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
&lt;br /&gt;
The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
The &#039;&#039;&#039;Trizkizki and Riztizkzi Seas&#039;&#039;&#039; are the major center of the life on Ouerea, where almost all of the large cities on the planet are. It was the region first chosen for colonization, with New Skalamar being the first city to be established during the colonization project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Skalamar&#039;&#039;&#039; is the capitol of Ouerea and is its largest city, and the only city which could properly be called a metropolis. It has grown since colonization from a sleepy farming town to a city of high-rises and office buildings. The government and Guilds have their seats in New Skalamar, and the city itself is home to the headquarters for most industries across the planet. Intensely crowded and densely packed, New Skalamar houses the largest concentration of Unathi, and the majority of the Humans and Skrell who have chosen to live on Ouerea. While most of New Skalamar is picturesque, it does have its seedy underbelly, and a large slum has grown up near the docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kr’ath&#039;&#039;&#039; is a city right on the water, in the foothills of the craggy, relatively young mountains. Surrounded by a wide swath of coastal lowland dominated by grasses and dotted here and there by trees, it also has a rich farming economy. It is considered by Unathi to be one of the most beautiful cities on Ouerea. The young peaks are bold, deep blue granite covered over with snow. The Trizkizki Sea is a beautiful bottle-green and is still tropically warm off the shores of Kr’ath. The wide, gently rolling grassland stretching between Kr’ath and New Skalamar is picturesque and dotted with serfs&#039; farmsteads. Kr’ath is considered to be the laid-back paradise that many Unathi dreamed of, and after Moghes’ devastation in the war, it has become one of the most sought-after places to live by members of the nobility. It remains a highly stratified city with serfs literally barred from entering many areas of the city. Serfs in Kr&#039;ath live segregated in one large ghetto, in communal housing, and are only allowed to live in Kr&#039;ath to staff the port, farms and fish nurseries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Um’a’yid&#039;&#039;&#039; is a city nestled near the coast of the Sea. It’s a major port for shipping over the seas. Its major industry is fishing, and a huge number of fishing boats and deep-sea trawlers operate out of its port. Being tropical and humid, it’s seen as a less desirable place to live. However, the jungles are rich and the amount of food that can be naturally harvested makes it an appealing place to live. Unathi who can tolerate the humidity find it to be a pleasant, rather large city with steady employment rates and affordable homes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tr’ha’rem&#039;&#039;&#039; is a shipping city on the land-bridge at the very edge of the thick jungle which encircles the seas. It’s an important shipping port for cargo destined to be sent overland to Sahhat. It’s also a stop along the shipping route from Kr’ath to Z’ek. Goods produced and harvested in the forests are shipped throughout the Sea. A unique type of spicy fruit is grown and harvested in these jungles and is a popular export. It is a moderately large city, and due to being at the northern edge of the equator, it is considered more livable than Um’a’yid or Z’ek due to being less hot and humid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Z&#039;ek crater&#039;&#039;&#039; in the Trizkizki Sea is an archipelago surrounding the collapsed caldera of what is theorized to have been a massive supervolcano which erupted more than 400,000 years before current era, with the precise date unknown. It islands are tropical, and comparable to the Malay Archipelago of Earth. There are many uninhabited islands which are considered to be picturesque and natural wonders of the relatively simple planet. Z’ek itself is considered to be an island paradise by Humans who visit Ouerea, but due to its humidity, it is considered one of the least desirable places to live by the majority of Unathi due to embarrassing and constant fungal infections on their scales.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sahhat Crater&#039;&#039;&#039; is located in the middle of the savannah wrapping around Ouerea. It is a wide, deep crater which formed when a large volcano exploded and collapsed on itself two to three million years before present era. It houses a very deep, large lake at the bottom of the crater, and a decent area of flat grassland, as well as the town of Sahhat. Sahhat itself is a small aquaculture town. It is a city built to preserve the natural beauty around it, and is something of a tourist destination for Unathi and a few rich xenos. The depths of the lake branch off into unexplored underwater caverns that are filled with freshwater and all types of native fish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=22658</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=22658"/>
		<updated>2022-01-11T18:17:50Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Politics and Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
Ouerea, which is the fourth planet from the Uueoa-Esa star, is the first planet to be colonized by the [[Unathi]]. It was successfully colonized with Jargon and Alliance assistance on February 3rd, 2438. Ouerea is one of two habitable planets in the system, the second being [[Moghes]]. The planet was discovered and accurate models of its position and orbit were made in 1483 by Izweski astronomer &#039;&#039;&#039;Kizar Yuiz&#039;ku&#039;&#039;&#039;, and it was discovered to be habitable in the 20th century. In general the planet&#039;s biome is roughly similar to Moghes with mild variations. The ecosystem is a lot less complex than Moghes, with most of the planet covered in grasslands and forests with small, simplistic wildlife and fish. However these ecosystems are under threat by extensive and exhaustive mining operations being done by [[Hephaestus Industries]]. Other than Hephaestus, fishing Guilds dominate the economy of Ouerea, though other grassroots industries are growing. These industries were originally oversaw by the Skrell who ensured strict environmentalist policies, but when the Hegemony regained control of the colony nearly all forms of regulations were chucked out of the window, and now guilds have near total autonomy at the expense of the environment and their workers.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Shortly after the first Unathi left the colony ship, violence and war engulfed Moghes in the [[Contact War]]. With the Izweski unable to provide the intense focus necessary for Ouerea, the [[Skrell|Jargon Federation]] and [[Sol Alliance]] set up a coalition colonial government. Despite originally intended to be temporary, the apocalyptic end of the Contact War brought the stark reality that the government was here to stay. This meant that Ouerea enjoyed a representative democracy rather than traditional Unathi feudalism.&lt;br /&gt;
&lt;br /&gt;
Ouerea was forcefully annexed by the Izweski Hegemony in &#039;&#039;&#039;2457&#039;&#039;&#039;. The decades of republican rule were ended as an &#039;&#039;&#039;Overlord&#039;&#039;&#039; &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039; was installed, taking on the responsibilities of King of the whole planet. As a concession, Yiztek allowed Ouerean elders to assemble in an advisory council to help rule under him. Yiztek worked tirelessly to blend the law codes of the former Colonial rulers and ancient code of honor of Moghean Unathi.&lt;br /&gt;
&lt;br /&gt;
The planet was struggling economically as it dealt with reintegration into the Hegemony as well as a growing refugee crisis. The Izweski on Moghes tried to ship as many refugees from the Wasteland to Ouerea as possible, causing the population to skyrocket without the proper logistics to handle it. Many Ouerean cities, modern and comparable to large cities in the 22nd century Earth, are now suffering with an explosive growth of slums.&lt;br /&gt;
&lt;br /&gt;
However in &#039;&#039;&#039;2461&#039;&#039;&#039; a series of popular uprisings flipped nearly the entire planet to the rebel forces of the Ouerean Confederation, leaving only the capital city of New Skalamar in the hands of royalists. Not&#039;zar Izweski, through shrewd negotiations, managed to strike a deal with the rebels. Feeling co-opted, the Overlord attempted to sabotage the negotiations and was expelled for the attempt.  Now the planet holds a special status in the Hegemony as its only colony not ruled by an Overlord, but by democratically elected elders.&lt;br /&gt;
&lt;br /&gt;
=== Politics and Government ===&lt;br /&gt;
&lt;br /&gt;
On a planetary level the Grand Council works to resolve disputes and plan for the welfare of all the people, ran by Elder-Chiefs and Clan-Mothers.&lt;br /&gt;
&lt;br /&gt;
On the state level, several settlements combined into a polity form a &#039;&#039;&#039;Great-Clan&#039;&#039;&#039;. These provinces are ruled by a &#039;&#039;&#039;Chief&#039;&#039;&#039; or &#039;&#039;&#039;Mother-Chief&#039;&#039;&#039; elected by the region&#039;s mayors. &lt;br /&gt;
&lt;br /&gt;
On the local level the Confederation is ruled by democratically elected elders. Villages, towns, and cities have &#039;&#039;&#039;Mayors&#039;&#039;&#039; elected by popular vote for set terms, though they are more often than not a previous City Lord that helped develop the city and are usually referred to as such by Unathi.&lt;br /&gt;
&lt;br /&gt;
==== Elder Chiefs and Clan-Mothers ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elder-Chiefs&#039;&#039;&#039; are originally male Chiefs appointed to the Grand Council by a Clan-Mother already on the Grand Council. The title is not hereditary. Elder-Chiefs serve for life on the Grand Council but can retire or be removed by a Clan-Mother. Typically they are elder, wise, and Th&#039;akh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan-Mother&#039;&#039;&#039; is a heriditary title that passed down a Clan matrilineally. They are usually esteemed elders of the most prestigious Ouerean Clans. Clan-Mothers are responsible for overseeing the behavior and actions of Elder-Chiefs. Removing Elder-Chiefs is left to their Clan-Mother, and can be done only if she believes a Chief is not acting for the benefit of the people. They are typically elder, wise, and Th&#039;akh.&lt;br /&gt;
&lt;br /&gt;
Many humans and Skrell still reside on Ouerea, and there are periodically human or even Skrell Mayors.&lt;br /&gt;
&lt;br /&gt;
[[File:Siegecomplete.png|thumb|alt=Unathi.|Not&#039;zar Izweski managed to secure a lasting peace with Ouerea by negotiating with the rebel forces, despite the efforts of the then-Overlord to sabotage the talks.]]&lt;br /&gt;
&lt;br /&gt;
== Geography and Climate ==&lt;br /&gt;
Ouerea&#039;s biomes are less complex than Moghes, with most of the planet dominated by forests and grassland, and a single large savanna between the Riztizkzi and Yuaz seas. Early surveys revealed a massive and complex underground cave network snaking across most of the planet, including large caverns and canyons. Most of these subterranean features are filled with water and host to a large variety of underwater wildlife. Izweski Rangers and Hephaestus survey teams continue to explore these cave networks but the vast majority of them remain unmapped and unexplored. The sheer size and depth of the caverns continue to perplex xeno-geologists. Hephaestus mining operations focus heavily on expanding and digging inside pre-existing cavern systems mapped by their teams.&lt;br /&gt;
&lt;br /&gt;
The four major seas of Ouerea contribute to the planet&#039;s higher average humidity than Moghes. During Ouerea&#039;s Versakh season the humidity near the coast is high enough that Unathi that remain outside for extended periods can develop an irritating skin condition as an Ouerean-native mildew develops on their scales and hide. This mildew is extremely difficult to remove with normal bathing and must be treated with topical cream, and is deeply embarrassing for affected Unathi.&lt;br /&gt;
&lt;br /&gt;
==Year and seasons==&lt;br /&gt;
&lt;br /&gt;
A year on Ouerea is 510 days, and similar to Moghes the resident Unathi have divided the year into 15 months with 34 days each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5 months and is typically marked with warm, wet weather and an average global temperature of 35°C. Culturally, like on Moghes, Versakh is a time of rejuvenation and relaxation. During Versakh it&#039;s 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, though on Ouerea this is more ceremonial.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, wet weather with average global temperatures around 30°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 makes them appear lazy.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Ouerea, with temperatures dropping to an average of 19°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.&lt;br /&gt;
&lt;br /&gt;
=== Flora and Fauna ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Awth’una&#039;&#039;&#039; are a warm-blooded reptilian species that gives live birth. They are four-limbed with long, snake-like prehensile tails. They resemble iguanas with a more generally ape-like body structure. Their grasping hands are very dextrous, and they have feet that have a grasping toe. They are the primary tree-dwelling type of lizard that is found in jungles across Ouerea. Typically they are omnivorous foragers that also scavenge from other species’ kills, and are not averse to raiding bird nests or eating the birds themselves. A typical Awth’una troop will be led by a patriarch. The patriarch&#039;s daughters remain with the troop for their entire lives. The young of Awth’una stay with their mothers for typically a year before becoming fully independent. They learn to forage for food and how to behave from their mothers. Orphaned Awth’una can become aggressive or ill-tempered as a result of not having their mother’s guidance on how to behave properly. Noticing this behavior, Unathi xenobiologists often cite them as evidence of the importance of proper cultural values evident in even the animal kingdom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subterranean&#039;&#039;&#039; fl[[Ouerea&#039;s Secret|o]]ra are mysterious. Only the creatures that are found in the more shallow layers of the caverns are even known at all. Several kinds of reptilian monsters are found there, blind with pale scales and sharp claws. Deeper, lichen-grazing creatures crawl through the tunnels and chambers, stocky-limbed and snakelike and partially aquatic. Cataloguing the incredible breadth and diversity of the subterreanean eco-systems is a task that will keep xenobiologists busy for decades, if not more.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Azkrazal&#039;&#039;&#039; or Threshbeast has also taken to Ouerea quite well. A tall, swift-running grazer, in some areas feral herds have outcompeted native Naearzi. However, most Azkrazal on Ouerea are domesticated and thrive in the pastures across Ouerea’s grasslands. They are used as a primary method of conveyance in the homesteads due to their high speed and stamina. However, they are typically found on farms worked by the serfs of rich nobility, due to the cost of importing them and their comparative rarity. The poorer class on Ouerea uses primarily Naearzi harnessed in teams for pulling wagons and carriages. The domestication efforts over the past 20 years have gone well, and the new generations of Naearzi are born less shy and grow to trust their trainers more quickly. Unathi society is learning the secrets of their husbandry quickly, and things like diet and pasture size have been studied to great effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mier’vesh&#039;&#039;&#039; are a small, reptile-avian creature with forked tongues that sample the air. They are popular animals as they are small and sweet tempered, making them slow to respond to danger. They are used as an ideal tool to teach Ouerean hatchlings how to hunt and eat at an early age. They have a strong flocking instinct which leads them to stay together around a lead hen, typically who has the brightest crest or the loudest cry. They are popular with Unathi clanmothers who are too busy to cook, since they can simply put their hatchling outside in the yard to chase Mier&#039;vesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tul&#039;&#039;&#039; are large, muscular, leathery creatures, about a head taller than your average unathi that are native to [[Moghes]] but introduced into the local ecosystem. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
&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;
&lt;br /&gt;
Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
&lt;br /&gt;
The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
The &#039;&#039;&#039;Trizkizki and Riztizkzi Seas&#039;&#039;&#039; are the major center of the life on Ouerea, where almost all of the large cities on the planet are. It was the region first chosen for colonization, with New Skalamar being the first city to be established during the colonization project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Skalamar&#039;&#039;&#039; is the capitol of Ouerea and is its largest city, and the only city which could properly be called a metropolis. It has grown since colonization from a sleepy farming town to a city of high-rises and office buildings. The government and Guilds have their seats in New Skalamar, and the city itself is home to the headquarters for most industries across the planet. Intensely crowded and densely packed, New Skalamar houses the largest concentration of Unathi, and the majority of the Humans and Skrell who have chosen to live on Ouerea. While most of New Skalamar is picturesque, it does have its seedy underbelly, and a large slum has grown up near the docks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kr’ath&#039;&#039;&#039; is a city right on the water, in the foothills of the craggy, relatively young mountains. Surrounded by a wide swath of coastal lowland dominated by grasses and dotted here and there by trees, it also has a rich farming economy. It is considered by Unathi to be one of the most beautiful cities on Ouerea. The young peaks are bold, deep blue granite covered over with snow. The Trizkizki Sea is a beautiful bottle-green and is still tropically warm off the shores of Kr’ath. The wide, gently rolling grassland stretching between Kr’ath and New Skalamar is picturesque and dotted with serfs&#039; farmsteads. Kr’ath is considered to be the laid-back paradise that many Unathi dreamed of, and after Moghes’ devastation in the war, it has become one of the most sought-after places to live by members of the nobility. It remains a highly stratified city with serfs literally barred from entering many areas of the city. Serfs in Kr&#039;ath live segregated in one large ghetto, in communal housing, and are only allowed to live in Kr&#039;ath to staff the port, farms and fish nurseries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Um’a’yid&#039;&#039;&#039; is a city nestled near the coast of the Sea. It’s a major port for shipping over the seas. Its major industry is fishing, and a huge number of fishing boats and deep-sea trawlers operate out of its port. Being tropical and humid, it’s seen as a less desirable place to live. However, the jungles are rich and the amount of food that can be naturally harvested makes it an appealing place to live. Unathi who can tolerate the humidity find it to be a pleasant, rather large city with steady employment rates and affordable homes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tr’ha’rem&#039;&#039;&#039; is a shipping city on the land-bridge at the very edge of the thick jungle which encircles the seas. It’s an important shipping port for cargo destined to be sent overland to Sahhat. It’s also a stop along the shipping route from Kr’ath to Z’ek. Goods produced and harvested in the forests are shipped throughout the Sea. A unique type of spicy fruit is grown and harvested in these jungles and is a popular export. It is a moderately large city, and due to being at the northern edge of the equator, it is considered more livable than Um’a’yid or Z’ek due to being less hot and humid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Z&#039;ek crater&#039;&#039;&#039; in the Trizkizki Sea is an archipelago surrounding the collapsed caldera of what is theorized to have been a massive supervolcano which erupted more than 400,000 years before current era, with the precise date unknown. It islands are tropical, and comparable to the Malay Archipelago of Earth. There are many uninhabited islands which are considered to be picturesque and natural wonders of the relatively simple planet. Z’ek itself is considered to be an island paradise by Humans who visit Ouerea, but due to its humidity, it is considered one of the least desirable places to live by the majority of Unathi due to embarrassing and constant fungal infections on their scales.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sahhat Crater&#039;&#039;&#039; is located in the middle of the savannah wrapping around Ouerea. It is a wide, deep crater which formed when a large volcano exploded and collapsed on itself two to three million years before present era. It houses a very deep, large lake at the bottom of the crater, and a decent area of flat grassland, as well as the town of Sahhat. Sahhat itself is a small aquaculture town. It is a city built to preserve the natural beauty around it, and is something of a tourist destination for Unathi and a few rich xenos. The depths of the lake branch off into unexplored underwater caverns that are filled with freshwater and all types of native fish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=22657</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=22657"/>
		<updated>2022-01-11T18:17:23Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Politics and Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
Ouerea, which is the fourth planet from the Uueoa-Esa star, is the first planet to be colonized by the [[Unathi]]. It was successfully colonized with Jargon and Alliance assistance on February 3rd, 2438. Ouerea is one of two habitable planets in the system, the second being [[Moghes]]. The planet was discovered and accurate models of its position and orbit were made in 1483 by Izweski astronomer &#039;&#039;&#039;Kizar Yuiz&#039;ku&#039;&#039;&#039;, and it was discovered to be habitable in the 20th century. In general the planet&#039;s biome is roughly similar to Moghes with mild variations. The ecosystem is a lot less complex than Moghes, with most of the planet covered in grasslands and forests with small, simplistic wildlife and fish. However these ecosystems are under threat by extensive and exhaustive mining operations being done by [[Hephaestus Industries]]. Other than Hephaestus, fishing Guilds dominate the economy of Ouerea, though other grassroots industries are growing. These industries were originally oversaw by the Skrell who ensured strict environmentalist policies, but when the Hegemony regained control of the colony nearly all forms of regulations were chucked out of the window, and now guilds have near total autonomy at the expense of the environment and their workers.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Shortly after the first Unathi left the colony ship, violence and war engulfed Moghes in the [[Contact War]]. With the Izweski unable to provide the intense focus necessary for Ouerea, the [[Skrell|Jargon Federation]] and [[Sol Alliance]] set up a coalition colonial government. Despite originally intended to be temporary, the apocalyptic end of the Contact War brought the stark reality that the government was here to stay. This meant that Ouerea enjoyed a representative democracy rather than traditional Unathi feudalism.&lt;br /&gt;
&lt;br /&gt;
Ouerea was forcefully annexed by the Izweski Hegemony in &#039;&#039;&#039;2457&#039;&#039;&#039;. The decades of republican rule were ended as an &#039;&#039;&#039;Overlord&#039;&#039;&#039; &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039; was installed, taking on the responsibilities of King of the whole planet. As a concession, Yiztek allowed Ouerean elders to assemble in an advisory council to help rule under him. Yiztek worked tirelessly to blend the law codes of the former Colonial rulers and ancient code of honor of Moghean Unathi.&lt;br /&gt;
&lt;br /&gt;
The planet was struggling economically as it dealt with reintegration into the Hegemony as well as a growing refugee crisis. The Izweski on Moghes tried to ship as many refugees from the Wasteland to Ouerea as possible, causing the population to skyrocket without the proper logistics to handle it. Many Ouerean cities, modern and comparable to large cities in the 22nd century Earth, are now suffering with an explosive growth of slums.&lt;br /&gt;
&lt;br /&gt;
However in &#039;&#039;&#039;2461&#039;&#039;&#039; a series of popular uprisings flipped nearly the entire planet to the rebel forces of the Ouerean Confederation, leaving only the capital city of New Skalamar in the hands of royalists. Not&#039;zar Izweski, through shrewd negotiations, managed to strike a deal with the rebels. Feeling co-opted, the Overlord attempted to sabotage the negotiations and was expelled for the attempt.  Now the planet holds a special status in the Hegemony as its only colony not ruled by an Overlord, but by democratically elected elders.&lt;br /&gt;
&lt;br /&gt;
=== Politics and Government ===&lt;br /&gt;
&lt;br /&gt;
On a planetary level the Grand Council works to resolve disputes and plan for the welfare of all the people, ran by Elder-Chiefs and Clan-Mothers.&lt;br /&gt;
&lt;br /&gt;
On the state level, several settlements combined into a polity form a &#039;&#039;&#039;Great-Clan&#039;&#039;&#039;. These provinces are ruled by a &#039;&#039;&#039;Chief&#039;&#039;&#039; or &#039;&#039;&#039;Mother-Chief&#039;&#039;&#039; elected by the region&#039;s mayors. &lt;br /&gt;
&lt;br /&gt;
On the local level the Confederation is ruled by democratically elected elders. Villages, towns, and cities have &#039;&#039;&#039;&#039;Mayors&#039;&#039;&#039; elected by popular vote for set terms, though they are more often than not a previous City Lord that helped develop the city and are usually referred to as such by Unathi.&lt;br /&gt;
&lt;br /&gt;
==== Elder Chiefs and Clan-Mothers ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elder-Chiefs&#039;&#039;&#039; are originally male Chiefs appointed to the Grand Council by a Clan-Mother already on the Grand Council. The title is not hereditary. Elder-Chiefs serve for life on the Grand Council but can retire or be removed by a Clan-Mother. Typically they are elder, wise, and Th&#039;akh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clan-Mother&#039;&#039;&#039; is a heriditary title that passed down a Clan matrilineally. They are usually esteemed elders of the most prestigious Ouerean Clans. Clan-Mothers are responsible for overseeing the behavior and actions of Elder-Chiefs. Removing Elder-Chiefs is left to their Clan-Mother, and can be done only if she believes a Chief is not acting for the benefit of the people. They are typically elder, wise, and Th&#039;akh.&lt;br /&gt;
&lt;br /&gt;
Many humans and Skrell still reside on Ouerea, and there are periodically human or even Skrell Mayors.&lt;br /&gt;
&lt;br /&gt;
[[File:Siegecomplete.png|thumb|alt=Unathi.|Not&#039;zar Izweski managed to secure a lasting peace with Ouerea by negotiating with the rebel forces, despite the efforts of the then-Overlord to sabotage the talks.]]&lt;br /&gt;
&lt;br /&gt;
== Geography and Climate ==&lt;br /&gt;
Ouerea&#039;s biomes are less complex than Moghes, with most of the planet dominated by forests and grassland, and a single large savanna between the Riztizkzi and Yuaz seas. Early surveys revealed a massive and complex underground cave network snaking across most of the planet, including large caverns and canyons. Most of these subterranean features are filled with water and host to a large variety of underwater wildlife. Izweski Rangers and Hephaestus survey teams continue to explore these cave networks but the vast majority of them remain unmapped and unexplored. The sheer size and depth of the caverns continue to perplex xeno-geologists. Hephaestus mining operations focus heavily on expanding and digging inside pre-existing cavern systems mapped by their teams.&lt;br /&gt;
&lt;br /&gt;
The four major seas of Ouerea contribute to the planet&#039;s higher average humidity than Moghes. During Ouerea&#039;s Versakh season the humidity near the coast is high enough that Unathi that remain outside for extended periods can develop an irritating skin condition as an Ouerean-native mildew develops on their scales and hide. This mildew is extremely difficult to remove with normal bathing and must be treated with topical cream, and is deeply embarrassing for affected Unathi.&lt;br /&gt;
&lt;br /&gt;
==Year and seasons==&lt;br /&gt;
&lt;br /&gt;
A year on Ouerea is 510 days, and similar to Moghes the resident Unathi have divided the year into 15 months with 34 days each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5 months and is typically marked with warm, wet weather and an average global temperature of 35°C. Culturally, like on Moghes, Versakh is a time of rejuvenation and relaxation. During Versakh it&#039;s 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, though on Ouerea this is more ceremonial.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, wet weather with average global temperatures around 30°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 makes them appear lazy.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Ouerea, with temperatures dropping to an average of 19°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.&lt;br /&gt;
&lt;br /&gt;
=== Flora and Fauna ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Awth’una&#039;&#039;&#039; are a warm-blooded reptilian species that gives live birth. They are four-limbed with long, snake-like prehensile tails. They resemble iguanas with a more generally ape-like body structure. Their grasping hands are very dextrous, and they have feet that have a grasping toe. They are the primary tree-dwelling type of lizard that is found in jungles across Ouerea. Typically they are omnivorous foragers that also scavenge from other species’ kills, and are not averse to raiding bird nests or eating the birds themselves. A typical Awth’una troop will be led by a patriarch. The patriarch&#039;s daughters remain with the troop for their entire lives. The young of Awth’una stay with their mothers for typically a year before becoming fully independent. They learn to forage for food and how to behave from their mothers. Orphaned Awth’una can become aggressive or ill-tempered as a result of not having their mother’s guidance on how to behave properly. Noticing this behavior, Unathi xenobiologists often cite them as evidence of the importance of proper cultural values evident in even the animal kingdom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subterranean&#039;&#039;&#039; fl[[Ouerea&#039;s Secret|o]]ra are mysterious. Only the creatures that are found in the more shallow layers of the caverns are even known at all. Several kinds of reptilian monsters are found there, blind with pale scales and sharp claws. Deeper, lichen-grazing creatures crawl through the tunnels and chambers, stocky-limbed and snakelike and partially aquatic. Cataloguing the incredible breadth and diversity of the subterreanean eco-systems is a task that will keep xenobiologists busy for decades, if not more.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Azkrazal&#039;&#039;&#039; or Threshbeast has also taken to Ouerea quite well. A tall, swift-running grazer, in some areas feral herds have outcompeted native Naearzi. However, most Azkrazal on Ouerea are domesticated and thrive in the pastures across Ouerea’s grasslands. They are used as a primary method of conveyance in the homesteads due to their high speed and stamina. However, they are typically found on farms worked by the serfs of rich nobility, due to the cost of importing them and their comparative rarity. The poorer class on Ouerea uses primarily Naearzi harnessed in teams for pulling wagons and carriages. The domestication efforts over the past 20 years have gone well, and the new generations of Naearzi are born less shy and grow to trust their trainers more quickly. Unathi society is learning the secrets of their husbandry quickly, and things like diet and pasture size have been studied to great effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mier’vesh&#039;&#039;&#039; are a small, reptile-avian creature with forked tongues that sample the air. They are popular animals as they are small and sweet tempered, making them slow to respond to danger. They are used as an ideal tool to teach Ouerean hatchlings how to hunt and eat at an early age. They have a strong flocking instinct which leads them to stay together around a lead hen, typically who has the brightest crest or the loudest cry. They are popular with Unathi clanmothers who are too busy to cook, since they can simply put their hatchling outside in the yard to chase Mier&#039;vesh.&lt;br /&gt;
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&#039;&#039;&#039;Tul&#039;&#039;&#039; are large, muscular, leathery creatures, about a head taller than your average unathi that are native to [[Moghes]] but introduced into the local ecosystem. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia&lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
The &#039;&#039;&#039;Trizkizki and Riztizkzi Seas&#039;&#039;&#039; are the major center of the life on Ouerea, where almost all of the large cities on the planet are. It was the region first chosen for colonization, with New Skalamar being the first city to be established during the colonization project.&lt;br /&gt;
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&#039;&#039;&#039;New Skalamar&#039;&#039;&#039; is the capitol of Ouerea and is its largest city, and the only city which could properly be called a metropolis. It has grown since colonization from a sleepy farming town to a city of high-rises and office buildings. The government and Guilds have their seats in New Skalamar, and the city itself is home to the headquarters for most industries across the planet. Intensely crowded and densely packed, New Skalamar houses the largest concentration of Unathi, and the majority of the Humans and Skrell who have chosen to live on Ouerea. While most of New Skalamar is picturesque, it does have its seedy underbelly, and a large slum has grown up near the docks.&lt;br /&gt;
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&#039;&#039;&#039;Kr’ath&#039;&#039;&#039; is a city right on the water, in the foothills of the craggy, relatively young mountains. Surrounded by a wide swath of coastal lowland dominated by grasses and dotted here and there by trees, it also has a rich farming economy. It is considered by Unathi to be one of the most beautiful cities on Ouerea. The young peaks are bold, deep blue granite covered over with snow. The Trizkizki Sea is a beautiful bottle-green and is still tropically warm off the shores of Kr’ath. The wide, gently rolling grassland stretching between Kr’ath and New Skalamar is picturesque and dotted with serfs&#039; farmsteads. Kr’ath is considered to be the laid-back paradise that many Unathi dreamed of, and after Moghes’ devastation in the war, it has become one of the most sought-after places to live by members of the nobility. It remains a highly stratified city with serfs literally barred from entering many areas of the city. Serfs in Kr&#039;ath live segregated in one large ghetto, in communal housing, and are only allowed to live in Kr&#039;ath to staff the port, farms and fish nurseries.&lt;br /&gt;
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&#039;&#039;&#039;Um’a’yid&#039;&#039;&#039; is a city nestled near the coast of the Sea. It’s a major port for shipping over the seas. Its major industry is fishing, and a huge number of fishing boats and deep-sea trawlers operate out of its port. Being tropical and humid, it’s seen as a less desirable place to live. However, the jungles are rich and the amount of food that can be naturally harvested makes it an appealing place to live. Unathi who can tolerate the humidity find it to be a pleasant, rather large city with steady employment rates and affordable homes.&lt;br /&gt;
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&#039;&#039;&#039;Tr’ha’rem&#039;&#039;&#039; is a shipping city on the land-bridge at the very edge of the thick jungle which encircles the seas. It’s an important shipping port for cargo destined to be sent overland to Sahhat. It’s also a stop along the shipping route from Kr’ath to Z’ek. Goods produced and harvested in the forests are shipped throughout the Sea. A unique type of spicy fruit is grown and harvested in these jungles and is a popular export. It is a moderately large city, and due to being at the northern edge of the equator, it is considered more livable than Um’a’yid or Z’ek due to being less hot and humid.&lt;br /&gt;
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The &#039;&#039;&#039;Z&#039;ek crater&#039;&#039;&#039; in the Trizkizki Sea is an archipelago surrounding the collapsed caldera of what is theorized to have been a massive supervolcano which erupted more than 400,000 years before current era, with the precise date unknown. It islands are tropical, and comparable to the Malay Archipelago of Earth. There are many uninhabited islands which are considered to be picturesque and natural wonders of the relatively simple planet. Z’ek itself is considered to be an island paradise by Humans who visit Ouerea, but due to its humidity, it is considered one of the least desirable places to live by the majority of Unathi due to embarrassing and constant fungal infections on their scales.&lt;br /&gt;
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The &#039;&#039;&#039;Sahhat Crater&#039;&#039;&#039; is located in the middle of the savannah wrapping around Ouerea. It is a wide, deep crater which formed when a large volcano exploded and collapsed on itself two to three million years before present era. It houses a very deep, large lake at the bottom of the crater, and a decent area of flat grassland, as well as the town of Sahhat. Sahhat itself is a small aquaculture town. It is a city built to preserve the natural beauty around it, and is something of a tourist destination for Unathi and a few rich xenos. The depths of the lake branch off into unexplored underwater caverns that are filled with freshwater and all types of native fish.&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=22639</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=22639"/>
		<updated>2022-01-11T11:47:23Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Physical Appearance */&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 Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
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{{toc_right}}&lt;br /&gt;
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== Overview == &lt;br /&gt;
The Unathi (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;
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[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
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Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the Sk&#039;akh Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#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;
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Moghes has two fiercely different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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== 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;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
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The following groups, however, cannot be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
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&#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;
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&#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;
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== 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;
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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;
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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;
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=== 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;
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Unathi are also often born into one of four major scale color categories: red, black, orange-brown (&amp;quot;sand-colored&amp;quot;), and green. 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. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. All colors, barring albino, do not mix in the traditional sense: 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 colors do not blend to make something new. Albinos are sometimes slightly tinted in color while remaining predominantly white. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. Colors outside of those mentioned, and also neon shades, do not exist among Unathi&lt;br /&gt;
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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;
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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;
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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;
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[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
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== Religion == &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;
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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 [[Unathi Religion#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 [[Unathi Religion#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 [[Unathi Religion#The Aut&#039;akh Heathens|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 [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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== Social ==&lt;br /&gt;
Unathi have a variety of behaviors, sayings, and customs that other species would find odd and peculiar.&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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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;
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;
&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;
=== Social Behavior 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;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Moghean ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&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 arch over nearly all Unathi universally.&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 and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&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;
=== 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;
Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean ===&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;
=== The Zandiziite Games ===&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;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, 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-Hegemony 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 Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead 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 crises, 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 kind of major lifestyles In Izweski. 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;
=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&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 oasis. &lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&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 [[Unathi Religion|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;
== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&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 [[Galactic Standard Time]]. 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;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. 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;Sarakas 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 Endevour, 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 Sarakas 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;2433&#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;2437 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;
== 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 NanoTrasen 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 Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=22638</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=22638"/>
		<updated>2022-01-11T11:07:06Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Physical Appearance */&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 Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
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{{toc_right}}&lt;br /&gt;
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== Overview == &lt;br /&gt;
The Unathi (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 Nanotrasen 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 Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#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 fiercely 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;
&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;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
&lt;br /&gt;
The following groups, however, cannot be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&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 are also often born into one of four major scale color categories: red, black, orange-brown (&amp;quot;sand-colored&amp;quot;), and green. 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. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. All colors, barring albino, do not mix in the traditional sense: 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 colors do not blend to make something new. Albinos are sometimes slightly tinted in color while remaining predominantly white. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different.&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;
== Religion == &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 [[Unathi Religion#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 [[Unathi Religion#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 [[Unathi Religion#The Aut&#039;akh Heathens|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 [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Unathi have a variety of behaviors, sayings, and customs that other species would find odd and peculiar.&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;
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;
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;
=== Social Behavior 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;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Moghean ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&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 arch over nearly all Unathi universally.&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 and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&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;
=== 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;
Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean ===&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;
=== The Zandiziite Games ===&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;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, 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-Hegemony 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 Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead 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 crises, 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 kind of major lifestyles In Izweski. 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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=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&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 oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&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 [[Unathi Religion|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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== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&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 [[Galactic Standard Time]]. 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;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. 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;Sarakas 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 Endevour, 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 Sarakas 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;2433&#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;2437 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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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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&#039;&#039;&#039;Guwandi are not an option on station,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition 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 NanoTrasen 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 Aurora station!&#039;&#039;&#039;&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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{{Navbox Unathi Lore}}&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=22131</id>
		<title>Unathi Honor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=22131"/>
		<updated>2021-12-15T07:33:10Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* The Star Code */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}} {{Navbox Unathi Lore}}&lt;br /&gt;
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== Overview ==&lt;br /&gt;
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Traditional Unathi take honor very seriously, and following a strict code of honor is required by every individual as well as every clan and every nation. Most Unathi clans have different metrics for honor, but there are near-universal themes that have remained consistent throughout history.&lt;br /&gt;
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Honor is considered to be a clan’s face, similar to the concept of decorum. To lose honor is to lose face, and it can lower a clan’s standing with its peers. A Unathi behaving dishonorably can also lose face, lowering their status, which makes honor as much of a political asset and liability as it is a personal code of conduct.&lt;br /&gt;
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Honor is distinct from disgrace, in that one can exist outside of the standard system of honor, but still bring disgrace upon their clan due to their actions. For example, peasant women aren’t typically bound by the same honor rules as peasant men or noble women, but are still able to be disgraceful.&lt;br /&gt;
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== Universal Honor ==&lt;br /&gt;
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Common, urban Unathi without feudal obligations aren’t necessarily required to follow the Warrior’s Code, but are still expected to obey their elders, conform to their clan’s wishes, and respect the ancestors.&lt;br /&gt;
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Typically, male Unathi are incredibly blunt and honest with their business dealings, which makes Sinta-led guilds struggle when competing with more charismatic parties who have no qualms with presenting themselves through rose-tinted lenses. While this can be worked around with female (or even non-Unathi) PR staff, Unathi view guilds that heavily utilize such staff as this as shady or dishonest. This usually leads to the creation of separate positions for Sinta-facing and non-Sinta-facing public relations, with the latter typically (though not always) staffed by women; as non-Sinta are unlikely to know or care about the stigma associated with such, guilds can remain competitive while not tarnishing their image.&lt;br /&gt;
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== Honor for the Warrior ==&lt;br /&gt;
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The romanticized Unathi warrior follows a strict Warrior’s Code. Passed down from master to apprentice, it has only recently been written down by Ouerean sociologists, drawing much ire from traditional warrior guilds. The tenets of the Warrior’s Code [[Contact War|were severely stressed during the Contact War]] due to the realities of modern war, as many on both sides eschewed honor to simply fight for their own survival. Stemming from this, there is a slowly growing concern within the Hegemony that the Warrior’s Code has become antiquated, but it still remains important to Sinta who consider themselves warriors, or dream of becoming one.&lt;br /&gt;
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Despite this, the Warrior’s Code and its tenets are societal expectations by and large, with many only following it out of obligation, or only in the public sphere. Many less-devoted individuals may ignore it entirely when it comes to private interactions, as long as they believe reprisal for such actions is unlikely. The Sinta rumor mill can be fierce and swift, however, so even those misdeeds which occur in private can often find their way to the forefront. In fact, it’s a common perception that many Sinta, especially after the Contact War, only care about honor insofar as it allows them to make a spectacle of shaming those they dislike.&lt;br /&gt;
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=== The Warrior’s Code ===&lt;br /&gt;
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Each tenet is subservient to the ones before it, with Righteousness being the most important and Loyalty being the least, though all of them should be followed to the best of a warrior’s ability.&lt;br /&gt;
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A warrior must hold his words to the truth that exists in front of him; he displays &#039;&#039;&#039;Righteousness&#039;&#039;&#039; in his actions. He is fair and honest at all times in his dealings with others, and does not disguise his motives or obscure the facts.&lt;br /&gt;
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A warrior must protect the weak from danger and spare the innocent; he shows &#039;&#039;&#039;Mercy&#039;&#039;&#039; to those in need, and does not abuse prisoners or kill an unarmed foe. Surrendering to an honorable warrior means receiving fair treatment, as if one were a guest; combined with the tenet of Courage, this means warriors have little difficulty with accepting or offering surrender when necessary. It is viewed as respectful, rather than cowardly, to surrender to an enemy.&lt;br /&gt;
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A warrior’s word is his bond; he must have the &#039;&#039;&#039;Integrity&#039;&#039;&#039; to carry it through to fruition. As the partner to righteousness, instead of a warrior holding his word subject to the world, he makes the world subject to his own word.&lt;br /&gt;
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A warrior must not hesitate in the face of opposition; he should have &#039;&#039;&#039;Courage&#039;&#039;&#039; in the face of hardship, in combat or elsewhere, meeting it with zeal and cunning, and commit his entire being to victory. However, that doesn’t mean a warrior refuses to accept defeat; instead, he accepts it as an inevitability of life. One fights to delay it, but recognises that no matter how hard he tries, he can never banish it entirely. Likewise, he faces defeat with honor and dignity, choosing to acknowledge his loss and the skill of the one who bested him even when confronted by death. A warrior doesn’t compromise his ideals when confronted with defeat or death, instead choosing to uphold them both in word and deed even when he alone supports what he feels is right.&lt;br /&gt;
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The final duty of a warrior is &#039;&#039;&#039;Loyalty&#039;&#039;&#039; to his superior, most commonly his Lord or clan leader, and also his partner. A warrior would gladly lay down his life without hesitation in defense of his Lord or clan leader. However, a warrior isn’t expected to blindly obey all orders given to them; if obeying an order would cause them to break any of the other tenets, they are obligated to refuse in order to protect their own honor.&lt;br /&gt;
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If a warrior finds their honor to be irrevocably tarnished, they must become &#039;&#039;&#039;Guwandi&#039;&#039;&#039;, pledging themselves to a righteous death through combat. A Guwandi’s goal is to die while fighting their hardest in combat because accepting the ultimate defeat of death in a fair battle absolves all past dishonor. One who dies as a result of throwing a fight, however, is permanently dishonored and separated from their ancestors.&lt;br /&gt;
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== Honor for the Healer ==&lt;br /&gt;
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Traditionally, as women are never viewed as warriors, they have never been expected to follow the Warrior’s Code. As peasant women have relatively few obligations, they are bound primarily by avoiding disgrace instead of exhibiting honor. They have relatively few obligations, especially on Moghes where villages are seen as safe enough for children to explore on their own at an early age. Married peasant women in particular exist almost entirely outside the system of honor, though many outside of Moghes take on or emulate the practices of noblewomen in an attempt to raise their standing in society.&lt;br /&gt;
&lt;br /&gt;
Noblewomen are known to hold to their own traditions, however. Historically, noblewomen once frequently met at gatherings where petty rivalry between clans would be set aside in favor of an atmosphere of levity and camaraderie. These eventually developed into formal meetings, and a standard of decorum was set, though usually shared via word of mouth or watching others rather than writing it down.&lt;br /&gt;
&lt;br /&gt;
Much like with the Warrior’s Code, the Matriarch’s Code was recently written down in at least one form by Ouerean sociologists. However, the Matriarch’s Code differs from the Warrior’s Code in that it is often described in disparate ways by different researchers. This has led to the common outside perception of any sort of formal rules of decorum for noblewomen as, at best, simply playing at the more sophisticated concept of honor that warriors have; at worst, mere cash-grabs by Ouerean scholars willing to fabricate evidence to line their pockets through book sales.&lt;br /&gt;
&lt;br /&gt;
The most common formulation of the Matriarch’s Code supposedly originates from the noblewoman meetings held by Queen Juztia Izweski, wife of a former Izweski Hegemon, which served a vital role in informing her vast network of female spies, known as the Guild of Shadows. In fact, it is believed that these meetings were initially started by her spies as a way to get information inconspicuously, and unsurprisingly enough noblewomen from all across the Hegemony were more than happy to air their grievances in similar company. Many noblewomen who believe this story idolize her as an exemplar of the ‘goal-driven noblewoman’ archetype.&lt;br /&gt;
&lt;br /&gt;
=== The Matriarch’s Code ===&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Loyal&#039;&#039;&#039; to her clan, Lord, and partner in that order. This tenet is the most important of all, as a woman’s duties are determined first and foremost by her loyalties.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Dutiful&#039;&#039;&#039; in all aspects of her life. While this often refers to simply keeping the household, children, and servants in check, for those with higher aspirations it means that they are held to a higher standard, both by themselves and others, in whatever they choose to do. A noblewoman who handles the house above all other things must be the best at maintaining the household, while one who chooses to be a diplomat must be the best at diplomacy. Moreso than for men or peasant women, inadequacy and mediocrity are not tolerated.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Graceful&#039;&#039;&#039;, representing her household and your husband well. Not only avoiding disgrace herself, she must actively serve as an example of gracious conduct. She must also ensure that those under her are presented in a positive light, usually in the form of controlling what information others hear. Servants learn gossip from the lady of the household, and they will often spread it far and wide; this is a strong boon if wielded by a cunning noblewoman.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Knowledgeable&#039;&#039;&#039;, understanding both the world and her role in it. Her knowledge need not be limited to a specific domain, as the more a noblewoman knows, the more she can leverage it to the advantage of her and her household.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Tactful&#039;&#039;&#039;, understanding the right time to keep or divulge secrets. Men are honor-bound to tell the truth, but women aren’t. This ability to lie without dishonor must not be abused, however, or one will develop a reputation as a liar and become useless. Many noblewomen therefore choose to reveal harmless secrets in order to temper their reputation, while others instead simply conceal their lies better (and often elaborately).&lt;br /&gt;
&lt;br /&gt;
== Dueling ==&lt;br /&gt;
&lt;br /&gt;
Dueling is a time-honored tradition for Unathi, and Sinta from all walks of life have engaged in it. Typically, this matched combat is a way to settle disputes and matters of honor--though, the sight of blood is always satisfying to the average Unathi.&lt;br /&gt;
&lt;br /&gt;
The procedure for duels on Moghes has historically been simple. An Unathi who would seek to challenge another to combat typically goes by the following procedure: &lt;br /&gt;
First, the challenger points directly at the would-be duelist, staring into their eyes and lashing their tail against the ground; an inescapably offensive gesture. This is to signal the demand for a duel. The one who first made the challenge must announce their name and Clan, the reason for the duel, where it will be done, and the weapon they will use, all in a public and formal manner. Ranged weapons can only be brought if it is a duel exclusively using ranged weapons, and energy weapons can only be brought if both are using energy weapons. The challenged will respond with their name and Clan, and their weapon of choice. It is possible to apologize in a satisfying manner and the duel might be stopped, but often these manners of honor can only be satisfied with blood. Denying a duel must be done carefully; it can often result in serious accusations of cowardice, or being perceived as a further insult to the challenger. Participation can be honorably refused on account of major difference in age, difference in sex, severe social inferiority, or the challenger being inherently honorless. Duels may also be honorably declined if they are random, or if one has nothing to prove. It is also poor form for women to duel in public, but arenas are a legitimate place for this.&lt;br /&gt;
&lt;br /&gt;
At the choice of the challenger, the duel can be brought to a number of conclusions; till the first drop of blood spilt, until one of them is too injured to continue, until surrender, or to the death. Requirements are typically requiring a witness and doctor per combatant. However, duels to the death require the knowledge and consent of each Unathi’s Clan Matriarch or a judge. Typically, the setting for a duel is either outside of a city or town, or in a designated dueling area. All cities are typically equipped with dueling arenas in the Duelists Guild’s Arena Hall; where witnesses, doctors, and refreshments can be found in good supply. After both combatants have discussed everything, and have both agreed to the duel, both must wait up to a week in order to train and steel themselves for the battle to come. If one party fails to appear, they are considered to be a coward and the party that appealed would win by default. The resulting reputation for their cowardice can easily affect the individual’s standing in society, perhaps even affecting their Clan.&lt;br /&gt;
&lt;br /&gt;
While most duels are done between the lower classes, and Warriors, it is not unheard of for nobles to engage in a duel. While those of lower birth may enjoy the freedom to use their preferred weapon while dueling each other, and even battles between nobles have the same choice; if a noble chooses to agree to a duel challenge to one of a lower rank, it is the noble’s choice what weapon both combatants will use. This discourages many from even trying, as most of the nobility have been practicing with expensive equipment and expensive training for numerous years. Typically it is an extremely poor move to challenge the nobility without a serious grievance. Nobles also have the choice of sending a chosen Warrior as a champion, a tactic employed by very high Clans, such as the Izweski. While the chances to beat a noble with their chosen weapon are incredibly slim, history shows that the nobility is not unbeatable.&lt;br /&gt;
&lt;br /&gt;
== The Star Code ==&lt;br /&gt;
Despite taking up a life of piracy, a large portion of Unathi pirates are dispossessed Traditionalists from Moghes following the horrors of the Contact War that swept across Moghes. Thanks to Unathi stubbornness with their deeply ingrained beliefs about honor, certain ways of behaving stuck around and metastasized into a shared cultural code of honor frequently called the Star Code. It provides rules for discipline, distribution of seized goods, and compensation for injured pirates. While most Unathi pirates follow it only more or less, the [[Grim Compact]] is its most adherent propagators and adherents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Code&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pirate must be &#039;&#039;&#039;Loyal&#039;&#039;&#039; to his Captain. To flee in battle or show cowardice through desertion is punishable by exile or death, at the Captain’s choice.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;Integrity&#039;&#039;&#039; when on the ship. Duty and discipline must be maintained until any quarrels can be settled when docked with a duel or brawl.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;Mercy&#039;&#039;&#039; to women and the infirm. To steal from such weak and pathetic targets is not worth the scorn of the dishonor. &lt;br /&gt;
&lt;br /&gt;
A pirate should &#039;&#039;&#039;Spare&#039;&#039;&#039; any who raise their hand against them once, but if they raise their hand a a second time, then it must be cut off.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ship should be captured&#039;&#039;&#039; only if it is a vessel of war. Unarmed ships should only have a third of its cargo seized, or as much as will keep the freighter&#039;s trip profitable, and then be allowed to continue on its way. This way it remains a renewable source of income with repeated seizures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostages&#039;&#039;&#039; should not be mistreated, but those that attempt to escape should have a single leg dislocated. Broken goods sell for less.&lt;br /&gt;
&lt;br /&gt;
It is fair and reasonable that any captive be asked to perform housekeeping or other duties to pay back their hosts for their stay, seperate from their ransom.&lt;br /&gt;
&lt;br /&gt;
Any person that shows &#039;&#039;&#039;Valiance&#039;&#039;&#039; and bravery by defeating at least three members of the crew in personal combat, chosen by the Captain, must be allowed the option to join the crew as a full member.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=22130</id>
		<title>Unathi Honor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=22130"/>
		<updated>2021-12-15T07:32:05Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: Headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}} {{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Traditional Unathi take honor very seriously, and following a strict code of honor is required by every individual as well as every clan and every nation. Most Unathi clans have different metrics for honor, but there are near-universal themes that have remained consistent throughout history.&lt;br /&gt;
&lt;br /&gt;
Honor is considered to be a clan’s face, similar to the concept of decorum. To lose honor is to lose face, and it can lower a clan’s standing with its peers. A Unathi behaving dishonorably can also lose face, lowering their status, which makes honor as much of a political asset and liability as it is a personal code of conduct.&lt;br /&gt;
&lt;br /&gt;
Honor is distinct from disgrace, in that one can exist outside of the standard system of honor, but still bring disgrace upon their clan due to their actions. For example, peasant women aren’t typically bound by the same honor rules as peasant men or noble women, but are still able to be disgraceful.&lt;br /&gt;
&lt;br /&gt;
== Universal Honor ==&lt;br /&gt;
&lt;br /&gt;
Common, urban Unathi without feudal obligations aren’t necessarily required to follow the Warrior’s Code, but are still expected to obey their elders, conform to their clan’s wishes, and respect the ancestors.&lt;br /&gt;
&lt;br /&gt;
Typically, male Unathi are incredibly blunt and honest with their business dealings, which makes Sinta-led guilds struggle when competing with more charismatic parties who have no qualms with presenting themselves through rose-tinted lenses. While this can be worked around with female (or even non-Unathi) PR staff, Unathi view guilds that heavily utilize such staff as this as shady or dishonest. This usually leads to the creation of separate positions for Sinta-facing and non-Sinta-facing public relations, with the latter typically (though not always) staffed by women; as non-Sinta are unlikely to know or care about the stigma associated with such, guilds can remain competitive while not tarnishing their image.&lt;br /&gt;
&lt;br /&gt;
== Honor for the Warrior ==&lt;br /&gt;
&lt;br /&gt;
The romanticized Unathi warrior follows a strict Warrior’s Code. Passed down from master to apprentice, it has only recently been written down by Ouerean sociologists, drawing much ire from traditional warrior guilds. The tenets of the Warrior’s Code [[Contact War|were severely stressed during the Contact War]] due to the realities of modern war, as many on both sides eschewed honor to simply fight for their own survival. Stemming from this, there is a slowly growing concern within the Hegemony that the Warrior’s Code has become antiquated, but it still remains important to Sinta who consider themselves warriors, or dream of becoming one.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Warrior’s Code and its tenets are societal expectations by and large, with many only following it out of obligation, or only in the public sphere. Many less-devoted individuals may ignore it entirely when it comes to private interactions, as long as they believe reprisal for such actions is unlikely. The Sinta rumor mill can be fierce and swift, however, so even those misdeeds which occur in private can often find their way to the forefront. In fact, it’s a common perception that many Sinta, especially after the Contact War, only care about honor insofar as it allows them to make a spectacle of shaming those they dislike.&lt;br /&gt;
&lt;br /&gt;
=== The Warrior’s Code ===&lt;br /&gt;
&lt;br /&gt;
Each tenet is subservient to the ones before it, with Righteousness being the most important and Loyalty being the least, though all of them should be followed to the best of a warrior’s ability.&lt;br /&gt;
&lt;br /&gt;
A warrior must hold his words to the truth that exists in front of him; he displays &#039;&#039;&#039;Righteousness&#039;&#039;&#039; in his actions. He is fair and honest at all times in his dealings with others, and does not disguise his motives or obscure the facts.&lt;br /&gt;
&lt;br /&gt;
A warrior must protect the weak from danger and spare the innocent; he shows &#039;&#039;&#039;Mercy&#039;&#039;&#039; to those in need, and does not abuse prisoners or kill an unarmed foe. Surrendering to an honorable warrior means receiving fair treatment, as if one were a guest; combined with the tenet of Courage, this means warriors have little difficulty with accepting or offering surrender when necessary. It is viewed as respectful, rather than cowardly, to surrender to an enemy.&lt;br /&gt;
&lt;br /&gt;
A warrior’s word is his bond; he must have the &#039;&#039;&#039;Integrity&#039;&#039;&#039; to carry it through to fruition. As the partner to righteousness, instead of a warrior holding his word subject to the world, he makes the world subject to his own word.&lt;br /&gt;
&lt;br /&gt;
A warrior must not hesitate in the face of opposition; he should have &#039;&#039;&#039;Courage&#039;&#039;&#039; in the face of hardship, in combat or elsewhere, meeting it with zeal and cunning, and commit his entire being to victory. However, that doesn’t mean a warrior refuses to accept defeat; instead, he accepts it as an inevitability of life. One fights to delay it, but recognises that no matter how hard he tries, he can never banish it entirely. Likewise, he faces defeat with honor and dignity, choosing to acknowledge his loss and the skill of the one who bested him even when confronted by death. A warrior doesn’t compromise his ideals when confronted with defeat or death, instead choosing to uphold them both in word and deed even when he alone supports what he feels is right.&lt;br /&gt;
&lt;br /&gt;
The final duty of a warrior is &#039;&#039;&#039;Loyalty&#039;&#039;&#039; to his superior, most commonly his Lord or clan leader, and also his partner. A warrior would gladly lay down his life without hesitation in defense of his Lord or clan leader. However, a warrior isn’t expected to blindly obey all orders given to them; if obeying an order would cause them to break any of the other tenets, they are obligated to refuse in order to protect their own honor.&lt;br /&gt;
&lt;br /&gt;
If a warrior finds their honor to be irrevocably tarnished, they must become &#039;&#039;&#039;Guwandi&#039;&#039;&#039;, pledging themselves to a righteous death through combat. A Guwandi’s goal is to die while fighting their hardest in combat because accepting the ultimate defeat of death in a fair battle absolves all past dishonor. One who dies as a result of throwing a fight, however, is permanently dishonored and separated from their ancestors.&lt;br /&gt;
&lt;br /&gt;
== Honor for the Healer ==&lt;br /&gt;
&lt;br /&gt;
Traditionally, as women are never viewed as warriors, they have never been expected to follow the Warrior’s Code. As peasant women have relatively few obligations, they are bound primarily by avoiding disgrace instead of exhibiting honor. They have relatively few obligations, especially on Moghes where villages are seen as safe enough for children to explore on their own at an early age. Married peasant women in particular exist almost entirely outside the system of honor, though many outside of Moghes take on or emulate the practices of noblewomen in an attempt to raise their standing in society.&lt;br /&gt;
&lt;br /&gt;
Noblewomen are known to hold to their own traditions, however. Historically, noblewomen once frequently met at gatherings where petty rivalry between clans would be set aside in favor of an atmosphere of levity and camaraderie. These eventually developed into formal meetings, and a standard of decorum was set, though usually shared via word of mouth or watching others rather than writing it down.&lt;br /&gt;
&lt;br /&gt;
Much like with the Warrior’s Code, the Matriarch’s Code was recently written down in at least one form by Ouerean sociologists. However, the Matriarch’s Code differs from the Warrior’s Code in that it is often described in disparate ways by different researchers. This has led to the common outside perception of any sort of formal rules of decorum for noblewomen as, at best, simply playing at the more sophisticated concept of honor that warriors have; at worst, mere cash-grabs by Ouerean scholars willing to fabricate evidence to line their pockets through book sales.&lt;br /&gt;
&lt;br /&gt;
The most common formulation of the Matriarch’s Code supposedly originates from the noblewoman meetings held by Queen Juztia Izweski, wife of a former Izweski Hegemon, which served a vital role in informing her vast network of female spies, known as the Guild of Shadows. In fact, it is believed that these meetings were initially started by her spies as a way to get information inconspicuously, and unsurprisingly enough noblewomen from all across the Hegemony were more than happy to air their grievances in similar company. Many noblewomen who believe this story idolize her as an exemplar of the ‘goal-driven noblewoman’ archetype.&lt;br /&gt;
&lt;br /&gt;
=== The Matriarch’s Code ===&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Loyal&#039;&#039;&#039; to her clan, Lord, and partner in that order. This tenet is the most important of all, as a woman’s duties are determined first and foremost by her loyalties.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Dutiful&#039;&#039;&#039; in all aspects of her life. While this often refers to simply keeping the household, children, and servants in check, for those with higher aspirations it means that they are held to a higher standard, both by themselves and others, in whatever they choose to do. A noblewoman who handles the house above all other things must be the best at maintaining the household, while one who chooses to be a diplomat must be the best at diplomacy. Moreso than for men or peasant women, inadequacy and mediocrity are not tolerated.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Graceful&#039;&#039;&#039;, representing her household and your husband well. Not only avoiding disgrace herself, she must actively serve as an example of gracious conduct. She must also ensure that those under her are presented in a positive light, usually in the form of controlling what information others hear. Servants learn gossip from the lady of the household, and they will often spread it far and wide; this is a strong boon if wielded by a cunning noblewoman.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Knowledgeable&#039;&#039;&#039;, understanding both the world and her role in it. Her knowledge need not be limited to a specific domain, as the more a noblewoman knows, the more she can leverage it to the advantage of her and her household.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Tactful&#039;&#039;&#039;, understanding the right time to keep or divulge secrets. Men are honor-bound to tell the truth, but women aren’t. This ability to lie without dishonor must not be abused, however, or one will develop a reputation as a liar and become useless. Many noblewomen therefore choose to reveal harmless secrets in order to temper their reputation, while others instead simply conceal their lies better (and often elaborately).&lt;br /&gt;
&lt;br /&gt;
== Dueling ==&lt;br /&gt;
&lt;br /&gt;
Dueling is a time-honored tradition for Unathi, and Sinta from all walks of life have engaged in it. Typically, this matched combat is a way to settle disputes and matters of honor--though, the sight of blood is always satisfying to the average Unathi.&lt;br /&gt;
&lt;br /&gt;
The procedure for duels on Moghes has historically been simple. An Unathi who would seek to challenge another to combat typically goes by the following procedure: &lt;br /&gt;
First, the challenger points directly at the would-be duelist, staring into their eyes and lashing their tail against the ground; an inescapably offensive gesture. This is to signal the demand for a duel. The one who first made the challenge must announce their name and Clan, the reason for the duel, where it will be done, and the weapon they will use, all in a public and formal manner. Ranged weapons can only be brought if it is a duel exclusively using ranged weapons, and energy weapons can only be brought if both are using energy weapons. The challenged will respond with their name and Clan, and their weapon of choice. It is possible to apologize in a satisfying manner and the duel might be stopped, but often these manners of honor can only be satisfied with blood. Denying a duel must be done carefully; it can often result in serious accusations of cowardice, or being perceived as a further insult to the challenger. Participation can be honorably refused on account of major difference in age, difference in sex, severe social inferiority, or the challenger being inherently honorless. Duels may also be honorably declined if they are random, or if one has nothing to prove. It is also poor form for women to duel in public, but arenas are a legitimate place for this.&lt;br /&gt;
&lt;br /&gt;
At the choice of the challenger, the duel can be brought to a number of conclusions; till the first drop of blood spilt, until one of them is too injured to continue, until surrender, or to the death. Requirements are typically requiring a witness and doctor per combatant. However, duels to the death require the knowledge and consent of each Unathi’s Clan Matriarch or a judge. Typically, the setting for a duel is either outside of a city or town, or in a designated dueling area. All cities are typically equipped with dueling arenas in the Duelists Guild’s Arena Hall; where witnesses, doctors, and refreshments can be found in good supply. After both combatants have discussed everything, and have both agreed to the duel, both must wait up to a week in order to train and steel themselves for the battle to come. If one party fails to appear, they are considered to be a coward and the party that appealed would win by default. The resulting reputation for their cowardice can easily affect the individual’s standing in society, perhaps even affecting their Clan.&lt;br /&gt;
&lt;br /&gt;
While most duels are done between the lower classes, and Warriors, it is not unheard of for nobles to engage in a duel. While those of lower birth may enjoy the freedom to use their preferred weapon while dueling each other, and even battles between nobles have the same choice; if a noble chooses to agree to a duel challenge to one of a lower rank, it is the noble’s choice what weapon both combatants will use. This discourages many from even trying, as most of the nobility have been practicing with expensive equipment and expensive training for numerous years. Typically it is an extremely poor move to challenge the nobility without a serious grievance. Nobles also have the choice of sending a chosen Warrior as a champion, a tactic employed by very high Clans, such as the Izweski. While the chances to beat a noble with their chosen weapon are incredibly slim, history shows that the nobility is not unbeatable.&lt;br /&gt;
&lt;br /&gt;
== The Star Code ==&lt;br /&gt;
Despite taking up a life of piracy, a large portion of Unathi pirates are dispossessed Traditionalists from Moghes following the horrors of the Contact War that swept across Moghes. Thanks to Unathi stubbornness with their deeply ingrained beliefs about honor, certain ways of behaving stuck around and metastasized into a shared cultural code of honor frequently called the Star Code. It provides rules for discipline, distribution of seized goods, and compensation for injured pirates. While most Unathi pirates follow it only more or less, the [[Grim Compact]] is its most adherent propagators and adherents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Code&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pirate must be &#039;&#039;&#039;loyal&#039;&#039;&#039; to his Captain. To flee in battle or show cowardice through desertion is punishable by exile or death, at the Captain’s choice.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;integrity&#039;&#039;&#039; when on the ship. Duty and discipline must be maintained until any quarrels can be settled when docked with a duel or brawl.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;mercy&#039;&#039;&#039; to women and the infirm. To steal from such weak and pathetic targets is not worth the scorn of the dishonor. &lt;br /&gt;
&lt;br /&gt;
A pirate should &#039;&#039;&#039;spare&#039;&#039;&#039; any who raise their hand against them once, but if they raise their hand a a second time, then it must be cut off.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ship should only be captured&#039;&#039;&#039; if it is a vessel of war. Unarmed ships should only have a third of its cargo seized, or as much as will keep the freighter&#039;s trip profitable, and then be allowed to continue on its way. This way it remains a renewable source of income with repeated seizures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostages&#039;&#039;&#039; should not be mistreated, but those that attempt to escape should have a single leg dislocated. Broken goods sell for less.&lt;br /&gt;
&lt;br /&gt;
It is fair and reasonable that any &#039;&#039;&#039;captive&#039;&#039;&#039; be asked to perform housekeeping or other duties to pay back their hosts for their stay, seperate from their ransom.&lt;br /&gt;
&lt;br /&gt;
Any person that shows &#039;&#039;&#039;valiance&#039;&#039;&#039; and bravery by defeating at least three members of the crew in personal combat, chosen by the Captain, must be allowed the option to join the crew as a full member.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=22129</id>
		<title>Unathi Honor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=22129"/>
		<updated>2021-12-15T07:28:14Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* The Matriarch’s Code */ Changes &amp;#039;husband&amp;#039; to &amp;#039;partner&amp;#039; to reflect various cultural beliefs of unathi.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}} {{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Traditional Unathi take honor very seriously, and following a strict code of honor is required by every individual as well as every clan and every nation. Most Unathi clans have different metrics for honor, but there are near-universal themes that have remained consistent throughout history.&lt;br /&gt;
&lt;br /&gt;
Honor is considered to be a clan’s face, similar to the concept of decorum. To lose honor is to lose face, and it can lower a clan’s standing with its peers. A Unathi behaving dishonorably can also lose face, lowering their status, which makes honor as much of a political asset and liability as it is a personal code of conduct.&lt;br /&gt;
&lt;br /&gt;
Honor is distinct from disgrace, in that one can exist outside of the standard system of honor, but still bring disgrace upon their clan due to their actions. For example, peasant women aren’t typically bound by the same honor rules as peasant men or noble women, but are still able to be disgraceful.&lt;br /&gt;
&lt;br /&gt;
=== Universal Honor ===&lt;br /&gt;
&lt;br /&gt;
Common, urban Unathi without feudal obligations aren’t necessarily required to follow the Warrior’s Code, but are still expected to obey their elders, conform to their clan’s wishes, and respect the ancestors.&lt;br /&gt;
&lt;br /&gt;
Typically, male Unathi are incredibly blunt and honest with their business dealings, which makes Sinta-led guilds struggle when competing with more charismatic parties who have no qualms with presenting themselves through rose-tinted lenses. While this can be worked around with female (or even non-Unathi) PR staff, Unathi view guilds that heavily utilize such staff as this as shady or dishonest. This usually leads to the creation of separate positions for Sinta-facing and non-Sinta-facing public relations, with the latter typically (though not always) staffed by women; as non-Sinta are unlikely to know or care about the stigma associated with such, guilds can remain competitive while not tarnishing their image.&lt;br /&gt;
&lt;br /&gt;
=== Honor for the Warrior ===&lt;br /&gt;
&lt;br /&gt;
The romanticized Unathi warrior follows a strict Warrior’s Code. Passed down from master to apprentice, it has only recently been written down by Ouerean sociologists, drawing much ire from traditional warrior guilds. The tenets of the Warrior’s Code [[Contact War|were severely stressed during the Contact War]] due to the realities of modern war, as many on both sides eschewed honor to simply fight for their own survival. Stemming from this, there is a slowly growing concern within the Hegemony that the Warrior’s Code has become antiquated, but it still remains important to Sinta who consider themselves warriors, or dream of becoming one.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Warrior’s Code and its tenets are societal expectations by and large, with many only following it out of obligation, or only in the public sphere. Many less-devoted individuals may ignore it entirely when it comes to private interactions, as long as they believe reprisal for such actions is unlikely. The Sinta rumor mill can be fierce and swift, however, so even those misdeeds which occur in private can often find their way to the forefront. In fact, it’s a common perception that many Sinta, especially after the Contact War, only care about honor insofar as it allows them to make a spectacle of shaming those they dislike.&lt;br /&gt;
&lt;br /&gt;
==== The Warrior’s Code ====&lt;br /&gt;
&lt;br /&gt;
Each tenet is subservient to the ones before it, with Righteousness being the most important and Loyalty being the least, though all of them should be followed to the best of a warrior’s ability.&lt;br /&gt;
&lt;br /&gt;
A warrior must hold his words to the truth that exists in front of him; he displays &#039;&#039;&#039;Righteousness&#039;&#039;&#039; in his actions. He is fair and honest at all times in his dealings with others, and does not disguise his motives or obscure the facts.&lt;br /&gt;
&lt;br /&gt;
A warrior must protect the weak from danger and spare the innocent; he shows &#039;&#039;&#039;Mercy&#039;&#039;&#039; to those in need, and does not abuse prisoners or kill an unarmed foe. Surrendering to an honorable warrior means receiving fair treatment, as if one were a guest; combined with the tenet of Courage, this means warriors have little difficulty with accepting or offering surrender when necessary. It is viewed as respectful, rather than cowardly, to surrender to an enemy.&lt;br /&gt;
&lt;br /&gt;
A warrior’s word is his bond; he must have the &#039;&#039;&#039;Integrity&#039;&#039;&#039; to carry it through to fruition. As the partner to righteousness, instead of a warrior holding his word subject to the world, he makes the world subject to his own word.&lt;br /&gt;
&lt;br /&gt;
A warrior must not hesitate in the face of opposition; he should have &#039;&#039;&#039;Courage&#039;&#039;&#039; in the face of hardship, in combat or elsewhere, meeting it with zeal and cunning, and commit his entire being to victory. However, that doesn’t mean a warrior refuses to accept defeat; instead, he accepts it as an inevitability of life. One fights to delay it, but recognises that no matter how hard he tries, he can never banish it entirely. Likewise, he faces defeat with honor and dignity, choosing to acknowledge his loss and the skill of the one who bested him even when confronted by death. A warrior doesn’t compromise his ideals when confronted with defeat or death, instead choosing to uphold them both in word and deed even when he alone supports what he feels is right.&lt;br /&gt;
&lt;br /&gt;
The final duty of a warrior is &#039;&#039;&#039;Loyalty&#039;&#039;&#039; to his superior, most commonly his Lord or clan leader, and also his partner. A warrior would gladly lay down his life without hesitation in defense of his Lord or clan leader. However, a warrior isn’t expected to blindly obey all orders given to them; if obeying an order would cause them to break any of the other tenets, they are obligated to refuse in order to protect their own honor.&lt;br /&gt;
&lt;br /&gt;
If a warrior finds their honor to be irrevocably tarnished, they must become &#039;&#039;&#039;Guwandi&#039;&#039;&#039;, pledging themselves to a righteous death through combat. A Guwandi’s goal is to die while fighting their hardest in combat because accepting the ultimate defeat of death in a fair battle absolves all past dishonor. One who dies as a result of throwing a fight, however, is permanently dishonored and separated from their ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Honor for Women ===&lt;br /&gt;
&lt;br /&gt;
Traditionally, as women are never viewed as warriors, they have never been expected to follow the Warrior’s Code. As peasant women have relatively few obligations, they are bound primarily by avoiding disgrace instead of exhibiting honor. They have relatively few obligations, especially on Moghes where villages are seen as safe enough for children to explore on their own at an early age. Married peasant women in particular exist almost entirely outside the system of honor, though many outside of Moghes take on or emulate the practices of noblewomen in an attempt to raise their standing in society.&lt;br /&gt;
&lt;br /&gt;
Noblewomen are known to hold to their own traditions, however. Historically, noblewomen once frequently met at gatherings where petty rivalry between clans would be set aside in favor of an atmosphere of levity and camaraderie. These eventually developed into formal meetings, and a standard of decorum was set, though usually shared via word of mouth or watching others rather than writing it down.&lt;br /&gt;
&lt;br /&gt;
Much like with the Warrior’s Code, the Matriarch’s Code was recently written down in at least one form by Ouerean sociologists. However, the Matriarch’s Code differs from the Warrior’s Code in that it is often described in disparate ways by different researchers. This has led to the common outside perception of any sort of formal rules of decorum for noblewomen as, at best, simply playing at the more sophisticated concept of honor that warriors have; at worst, mere cash-grabs by Ouerean scholars willing to fabricate evidence to line their pockets through book sales.&lt;br /&gt;
&lt;br /&gt;
The most common formulation of the Matriarch’s Code supposedly originates from the noblewoman meetings held by Queen Juztia Izweski, wife of a former Izweski Hegemon, which served a vital role in informing her vast network of female spies, known as the Guild of Shadows. In fact, it is believed that these meetings were initially started by her spies as a way to get information inconspicuously, and unsurprisingly enough noblewomen from all across the Hegemony were more than happy to air their grievances in similar company. Many noblewomen who believe this story idolize her as an exemplar of the ‘goal-driven noblewoman’ archetype.&lt;br /&gt;
&lt;br /&gt;
==== The Matriarch’s Code ====&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Loyal&#039;&#039;&#039; to her clan, Lord, and partner in that order. This tenet is the most important of all, as a woman’s duties are determined first and foremost by her loyalties.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Dutiful&#039;&#039;&#039; in all aspects of her life. While this often refers to simply keeping the household, children, and servants in check, for those with higher aspirations it means that they are held to a higher standard, both by themselves and others, in whatever they choose to do. A noblewoman who handles the house above all other things must be the best at maintaining the household, while one who chooses to be a diplomat must be the best at diplomacy. Moreso than for men or peasant women, inadequacy and mediocrity are not tolerated.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Graceful&#039;&#039;&#039;, representing her household and your husband well. Not only avoiding disgrace herself, she must actively serve as an example of gracious conduct. She must also ensure that those under her are presented in a positive light, usually in the form of controlling what information others hear. Servants learn gossip from the lady of the household, and they will often spread it far and wide; this is a strong boon if wielded by a cunning noblewoman.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Knowledgeable&#039;&#039;&#039;, understanding both the world and her role in it. Her knowledge need not be limited to a specific domain, as the more a noblewoman knows, the more she can leverage it to the advantage of her and her household.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Tactful&#039;&#039;&#039;, understanding the right time to keep or divulge secrets. Men are honor-bound to tell the truth, but women aren’t. This ability to lie without dishonor must not be abused, however, or one will develop a reputation as a liar and become useless. Many noblewomen therefore choose to reveal harmless secrets in order to temper their reputation, while others instead simply conceal their lies better (and often elaborately).&lt;br /&gt;
&lt;br /&gt;
== Dueling ==&lt;br /&gt;
&lt;br /&gt;
Dueling is a time-honored tradition for Unathi, and Sinta from all walks of life have engaged in it. Typically, this matched combat is a way to settle disputes and matters of honor--though, the sight of blood is always satisfying to the average Unathi.&lt;br /&gt;
&lt;br /&gt;
The procedure for duels on Moghes has historically been simple. An Unathi who would seek to challenge another to combat typically goes by the following procedure: &lt;br /&gt;
First, the challenger points directly at the would-be duelist, staring into their eyes and lashing their tail against the ground; an inescapably offensive gesture. This is to signal the demand for a duel. The one who first made the challenge must announce their name and Clan, the reason for the duel, where it will be done, and the weapon they will use, all in a public and formal manner. Ranged weapons can only be brought if it is a duel exclusively using ranged weapons, and energy weapons can only be brought if both are using energy weapons. The challenged will respond with their name and Clan, and their weapon of choice. It is possible to apologize in a satisfying manner and the duel might be stopped, but often these manners of honor can only be satisfied with blood. Denying a duel must be done carefully; it can often result in serious accusations of cowardice, or being perceived as a further insult to the challenger. Participation can be honorably refused on account of major difference in age, difference in sex, severe social inferiority, or the challenger being inherently honorless. Duels may also be honorably declined if they are random, or if one has nothing to prove. It is also poor form for women to duel in public, but arenas are a legitimate place for this.&lt;br /&gt;
&lt;br /&gt;
At the choice of the challenger, the duel can be brought to a number of conclusions; till the first drop of blood spilt, until one of them is too injured to continue, until surrender, or to the death. Requirements are typically requiring a witness and doctor per combatant. However, duels to the death require the knowledge and consent of each Unathi’s Clan Matriarch or a judge. Typically, the setting for a duel is either outside of a city or town, or in a designated dueling area. All cities are typically equipped with dueling arenas in the Duelists Guild’s Arena Hall; where witnesses, doctors, and refreshments can be found in good supply. After both combatants have discussed everything, and have both agreed to the duel, both must wait up to a week in order to train and steel themselves for the battle to come. If one party fails to appear, they are considered to be a coward and the party that appealed would win by default. The resulting reputation for their cowardice can easily affect the individual’s standing in society, perhaps even affecting their Clan.&lt;br /&gt;
&lt;br /&gt;
While most duels are done between the lower classes, and Warriors, it is not unheard of for nobles to engage in a duel. While those of lower birth may enjoy the freedom to use their preferred weapon while dueling each other, and even battles between nobles have the same choice; if a noble chooses to agree to a duel challenge to one of a lower rank, it is the noble’s choice what weapon both combatants will use. This discourages many from even trying, as most of the nobility have been practicing with expensive equipment and expensive training for numerous years. Typically it is an extremely poor move to challenge the nobility without a serious grievance. Nobles also have the choice of sending a chosen Warrior as a champion, a tactic employed by very high Clans, such as the Izweski. While the chances to beat a noble with their chosen weapon are incredibly slim, history shows that the nobility is not unbeatable.&lt;br /&gt;
&lt;br /&gt;
== The Star Code ==&lt;br /&gt;
Despite taking up a life of piracy, a large portion of Unathi pirates are dispossessed Traditionalists from Moghes following the horrors of the Contact War that swept across Moghes. Thanks to Unathi stubbornness with their deeply ingrained beliefs about honor, certain ways of behaving stuck around and metastasized into a shared cultural code of honor frequently called the Star Code. It provides rules for discipline, distribution of seized goods, and compensation for injured pirates. While most Unathi pirates follow it only more or less, the [[Grim Compact]] is its most adherent propagators and adherents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Code&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pirate must be &#039;&#039;&#039;loyal&#039;&#039;&#039; to his Captain. To flee in battle or show cowardice through desertion is punishable by exile or death, at the Captain’s choice.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;integrity&#039;&#039;&#039; when on the ship. Duty and discipline must be maintained until any quarrels can be settled when docked with a duel or brawl.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;mercy&#039;&#039;&#039; to women and the infirm. To steal from such weak and pathetic targets is not worth the scorn of the dishonor. &lt;br /&gt;
&lt;br /&gt;
A pirate should &#039;&#039;&#039;spare&#039;&#039;&#039; any who raise their hand against them once, but if they raise their hand a a second time, then it must be cut off.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ship should only be captured&#039;&#039;&#039; if it is a vessel of war. Unarmed ships should only have a third of its cargo seized, or as much as will keep the freighter&#039;s trip profitable, and then be allowed to continue on its way. This way it remains a renewable source of income with repeated seizures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostages&#039;&#039;&#039; should not be mistreated, but those that attempt to escape should have a single leg dislocated. Broken goods sell for less.&lt;br /&gt;
&lt;br /&gt;
It is fair and reasonable that any &#039;&#039;&#039;captive&#039;&#039;&#039; be asked to perform housekeeping or other duties to pay back their hosts for their stay, seperate from their ransom.&lt;br /&gt;
&lt;br /&gt;
Any person that shows &#039;&#039;&#039;valiance&#039;&#039;&#039; and bravery by defeating at least three members of the crew in personal combat, chosen by the Captain, must be allowed the option to join the crew as a full member.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=22128</id>
		<title>Unathi Honor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=22128"/>
		<updated>2021-12-15T07:27:30Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Honor for the Warrior */ Updates to match the rest of the lore with minor tweaks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}} {{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Traditional Unathi take honor very seriously, and following a strict code of honor is required by every individual as well as every clan and every nation. Most Unathi clans have different metrics for honor, but there are near-universal themes that have remained consistent throughout history.&lt;br /&gt;
&lt;br /&gt;
Honor is considered to be a clan’s face, similar to the concept of decorum. To lose honor is to lose face, and it can lower a clan’s standing with its peers. A Unathi behaving dishonorably can also lose face, lowering their status, which makes honor as much of a political asset and liability as it is a personal code of conduct.&lt;br /&gt;
&lt;br /&gt;
Honor is distinct from disgrace, in that one can exist outside of the standard system of honor, but still bring disgrace upon their clan due to their actions. For example, peasant women aren’t typically bound by the same honor rules as peasant men or noble women, but are still able to be disgraceful.&lt;br /&gt;
&lt;br /&gt;
=== Universal Honor ===&lt;br /&gt;
&lt;br /&gt;
Common, urban Unathi without feudal obligations aren’t necessarily required to follow the Warrior’s Code, but are still expected to obey their elders, conform to their clan’s wishes, and respect the ancestors.&lt;br /&gt;
&lt;br /&gt;
Typically, male Unathi are incredibly blunt and honest with their business dealings, which makes Sinta-led guilds struggle when competing with more charismatic parties who have no qualms with presenting themselves through rose-tinted lenses. While this can be worked around with female (or even non-Unathi) PR staff, Unathi view guilds that heavily utilize such staff as this as shady or dishonest. This usually leads to the creation of separate positions for Sinta-facing and non-Sinta-facing public relations, with the latter typically (though not always) staffed by women; as non-Sinta are unlikely to know or care about the stigma associated with such, guilds can remain competitive while not tarnishing their image.&lt;br /&gt;
&lt;br /&gt;
=== Honor for the Warrior ===&lt;br /&gt;
&lt;br /&gt;
The romanticized Unathi warrior follows a strict Warrior’s Code. Passed down from master to apprentice, it has only recently been written down by Ouerean sociologists, drawing much ire from traditional warrior guilds. The tenets of the Warrior’s Code [[Contact War|were severely stressed during the Contact War]] due to the realities of modern war, as many on both sides eschewed honor to simply fight for their own survival. Stemming from this, there is a slowly growing concern within the Hegemony that the Warrior’s Code has become antiquated, but it still remains important to Sinta who consider themselves warriors, or dream of becoming one.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Warrior’s Code and its tenets are societal expectations by and large, with many only following it out of obligation, or only in the public sphere. Many less-devoted individuals may ignore it entirely when it comes to private interactions, as long as they believe reprisal for such actions is unlikely. The Sinta rumor mill can be fierce and swift, however, so even those misdeeds which occur in private can often find their way to the forefront. In fact, it’s a common perception that many Sinta, especially after the Contact War, only care about honor insofar as it allows them to make a spectacle of shaming those they dislike.&lt;br /&gt;
&lt;br /&gt;
==== The Warrior’s Code ====&lt;br /&gt;
&lt;br /&gt;
Each tenet is subservient to the ones before it, with Righteousness being the most important and Loyalty being the least, though all of them should be followed to the best of a warrior’s ability.&lt;br /&gt;
&lt;br /&gt;
A warrior must hold his words to the truth that exists in front of him; he displays &#039;&#039;&#039;Righteousness&#039;&#039;&#039; in his actions. He is fair and honest at all times in his dealings with others, and does not disguise his motives or obscure the facts.&lt;br /&gt;
&lt;br /&gt;
A warrior must protect the weak from danger and spare the innocent; he shows &#039;&#039;&#039;Mercy&#039;&#039;&#039; to those in need, and does not abuse prisoners or kill an unarmed foe. Surrendering to an honorable warrior means receiving fair treatment, as if one were a guest; combined with the tenet of Courage, this means warriors have little difficulty with accepting or offering surrender when necessary. It is viewed as respectful, rather than cowardly, to surrender to an enemy.&lt;br /&gt;
&lt;br /&gt;
A warrior’s word is his bond; he must have the &#039;&#039;&#039;Integrity&#039;&#039;&#039; to carry it through to fruition. As the partner to righteousness, instead of a warrior holding his word subject to the world, he makes the world subject to his own word.&lt;br /&gt;
&lt;br /&gt;
A warrior must not hesitate in the face of opposition; he should have &#039;&#039;&#039;Courage&#039;&#039;&#039; in the face of hardship, in combat or elsewhere, meeting it with zeal and cunning, and commit his entire being to victory. However, that doesn’t mean a warrior refuses to accept defeat; instead, he accepts it as an inevitability of life. One fights to delay it, but recognises that no matter how hard he tries, he can never banish it entirely. Likewise, he faces defeat with honor and dignity, choosing to acknowledge his loss and the skill of the one who bested him even when confronted by death. A warrior doesn’t compromise his ideals when confronted with defeat or death, instead choosing to uphold them both in word and deed even when he alone supports what he feels is right.&lt;br /&gt;
&lt;br /&gt;
The final duty of a warrior is &#039;&#039;&#039;Loyalty&#039;&#039;&#039; to his superior, most commonly his Lord or clan leader, and also his partner. A warrior would gladly lay down his life without hesitation in defense of his Lord or clan leader. However, a warrior isn’t expected to blindly obey all orders given to them; if obeying an order would cause them to break any of the other tenets, they are obligated to refuse in order to protect their own honor.&lt;br /&gt;
&lt;br /&gt;
If a warrior finds their honor to be irrevocably tarnished, they must become &#039;&#039;&#039;Guwandi&#039;&#039;&#039;, pledging themselves to a righteous death through combat. A Guwandi’s goal is to die while fighting their hardest in combat because accepting the ultimate defeat of death in a fair battle absolves all past dishonor. One who dies as a result of throwing a fight, however, is permanently dishonored and separated from their ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Honor for Women ===&lt;br /&gt;
&lt;br /&gt;
Traditionally, as women are never viewed as warriors, they have never been expected to follow the Warrior’s Code. As peasant women have relatively few obligations, they are bound primarily by avoiding disgrace instead of exhibiting honor. They have relatively few obligations, especially on Moghes where villages are seen as safe enough for children to explore on their own at an early age. Married peasant women in particular exist almost entirely outside the system of honor, though many outside of Moghes take on or emulate the practices of noblewomen in an attempt to raise their standing in society.&lt;br /&gt;
&lt;br /&gt;
Noblewomen are known to hold to their own traditions, however. Historically, noblewomen once frequently met at gatherings where petty rivalry between clans would be set aside in favor of an atmosphere of levity and camaraderie. These eventually developed into formal meetings, and a standard of decorum was set, though usually shared via word of mouth or watching others rather than writing it down.&lt;br /&gt;
&lt;br /&gt;
Much like with the Warrior’s Code, the Matriarch’s Code was recently written down in at least one form by Ouerean sociologists. However, the Matriarch’s Code differs from the Warrior’s Code in that it is often described in disparate ways by different researchers. This has led to the common outside perception of any sort of formal rules of decorum for noblewomen as, at best, simply playing at the more sophisticated concept of honor that warriors have; at worst, mere cash-grabs by Ouerean scholars willing to fabricate evidence to line their pockets through book sales.&lt;br /&gt;
&lt;br /&gt;
The most common formulation of the Matriarch’s Code supposedly originates from the noblewoman meetings held by Queen Juztia Izweski, wife of a former Izweski Hegemon, which served a vital role in informing her vast network of female spies, known as the Guild of Shadows. In fact, it is believed that these meetings were initially started by her spies as a way to get information inconspicuously, and unsurprisingly enough noblewomen from all across the Hegemony were more than happy to air their grievances in similar company. Many noblewomen who believe this story idolize her as an exemplar of the ‘goal-driven noblewoman’ archetype.&lt;br /&gt;
&lt;br /&gt;
==== The Matriarch’s Code ====&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Loyal&#039;&#039;&#039; to her clan, Lord, and husband in that order. This tenet is the most important of all, as a woman’s duties are determined first and foremost by her loyalties.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Dutiful&#039;&#039;&#039; in all aspects of her life. While this often refers to simply keeping the household, children, and servants in check, for those with higher aspirations it means that they are held to a higher standard, both by themselves and others, in whatever they choose to do. A noblewoman who handles the house above all other things must be the best at maintaining the household, while one who chooses to be a diplomat must be the best at diplomacy. Moreso than for men or peasant women, inadequacy and mediocrity are not tolerated.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Graceful&#039;&#039;&#039;, representing her household and your husband well. Not only avoiding disgrace herself, she must actively serve as an example of gracious conduct. She must also ensure that those under her are presented in a positive light, usually in the form of controlling what information others hear. Servants learn gossip from the lady of the household, and they will often spread it far and wide; this is a strong boon if wielded by a cunning noblewoman.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Knowledgeable&#039;&#039;&#039;, understanding both the world and her role in it. Her knowledge need not be limited to a specific domain, as the more a noblewoman knows, the more she can leverage it to the advantage of her and her household.&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Tactful&#039;&#039;&#039;, understanding the right time to keep or divulge secrets. Men are honor-bound to tell the truth, but women aren’t. This ability to lie without dishonor must not be abused, however, or one will develop a reputation as a liar and become useless. Many noblewomen therefore choose to reveal harmless secrets in order to temper their reputation, while others instead simply conceal their lies better (and often elaborately).&lt;br /&gt;
== Dueling ==&lt;br /&gt;
&lt;br /&gt;
Dueling is a time-honored tradition for Unathi, and Sinta from all walks of life have engaged in it. Typically, this matched combat is a way to settle disputes and matters of honor--though, the sight of blood is always satisfying to the average Unathi.&lt;br /&gt;
&lt;br /&gt;
The procedure for duels on Moghes has historically been simple. An Unathi who would seek to challenge another to combat typically goes by the following procedure: &lt;br /&gt;
First, the challenger points directly at the would-be duelist, staring into their eyes and lashing their tail against the ground; an inescapably offensive gesture. This is to signal the demand for a duel. The one who first made the challenge must announce their name and Clan, the reason for the duel, where it will be done, and the weapon they will use, all in a public and formal manner. Ranged weapons can only be brought if it is a duel exclusively using ranged weapons, and energy weapons can only be brought if both are using energy weapons. The challenged will respond with their name and Clan, and their weapon of choice. It is possible to apologize in a satisfying manner and the duel might be stopped, but often these manners of honor can only be satisfied with blood. Denying a duel must be done carefully; it can often result in serious accusations of cowardice, or being perceived as a further insult to the challenger. Participation can be honorably refused on account of major difference in age, difference in sex, severe social inferiority, or the challenger being inherently honorless. Duels may also be honorably declined if they are random, or if one has nothing to prove. It is also poor form for women to duel in public, but arenas are a legitimate place for this.&lt;br /&gt;
&lt;br /&gt;
At the choice of the challenger, the duel can be brought to a number of conclusions; till the first drop of blood spilt, until one of them is too injured to continue, until surrender, or to the death. Requirements are typically requiring a witness and doctor per combatant. However, duels to the death require the knowledge and consent of each Unathi’s Clan Matriarch or a judge. Typically, the setting for a duel is either outside of a city or town, or in a designated dueling area. All cities are typically equipped with dueling arenas in the Duelists Guild’s Arena Hall; where witnesses, doctors, and refreshments can be found in good supply. After both combatants have discussed everything, and have both agreed to the duel, both must wait up to a week in order to train and steel themselves for the battle to come. If one party fails to appear, they are considered to be a coward and the party that appealed would win by default. The resulting reputation for their cowardice can easily affect the individual’s standing in society, perhaps even affecting their Clan.&lt;br /&gt;
&lt;br /&gt;
While most duels are done between the lower classes, and Warriors, it is not unheard of for nobles to engage in a duel. While those of lower birth may enjoy the freedom to use their preferred weapon while dueling each other, and even battles between nobles have the same choice; if a noble chooses to agree to a duel challenge to one of a lower rank, it is the noble’s choice what weapon both combatants will use. This discourages many from even trying, as most of the nobility have been practicing with expensive equipment and expensive training for numerous years. Typically it is an extremely poor move to challenge the nobility without a serious grievance. Nobles also have the choice of sending a chosen Warrior as a champion, a tactic employed by very high Clans, such as the Izweski. While the chances to beat a noble with their chosen weapon are incredibly slim, history shows that the nobility is not unbeatable.&lt;br /&gt;
&lt;br /&gt;
== The Star Code ==&lt;br /&gt;
Despite taking up a life of piracy, a large portion of Unathi pirates are dispossessed Traditionalists from Moghes following the horrors of the Contact War that swept across Moghes. Thanks to Unathi stubbornness with their deeply ingrained beliefs about honor, certain ways of behaving stuck around and metastasized into a shared cultural code of honor frequently called the Star Code. It provides rules for discipline, distribution of seized goods, and compensation for injured pirates. While most Unathi pirates follow it only more or less, the [[Grim Compact]] is its most adherent propagators and adherents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Code&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pirate must be &#039;&#039;&#039;loyal&#039;&#039;&#039; to his Captain. To flee in battle or show cowardice through desertion is punishable by exile or death, at the Captain’s choice.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;integrity&#039;&#039;&#039; when on the ship. Duty and discipline must be maintained until any quarrels can be settled when docked with a duel or brawl.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;mercy&#039;&#039;&#039; to women and the infirm. To steal from such weak and pathetic targets is not worth the scorn of the dishonor. &lt;br /&gt;
&lt;br /&gt;
A pirate should &#039;&#039;&#039;spare&#039;&#039;&#039; any who raise their hand against them once, but if they raise their hand a a second time, then it must be cut off.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ship should only be captured&#039;&#039;&#039; if it is a vessel of war. Unarmed ships should only have a third of its cargo seized, or as much as will keep the freighter&#039;s trip profitable, and then be allowed to continue on its way. This way it remains a renewable source of income with repeated seizures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostages&#039;&#039;&#039; should not be mistreated, but those that attempt to escape should have a single leg dislocated. Broken goods sell for less.&lt;br /&gt;
&lt;br /&gt;
It is fair and reasonable that any &#039;&#039;&#039;captive&#039;&#039;&#039; be asked to perform housekeeping or other duties to pay back their hosts for their stay, seperate from their ransom.&lt;br /&gt;
&lt;br /&gt;
Any person that shows &#039;&#039;&#039;valiance&#039;&#039;&#039; and bravery by defeating at least three members of the crew in personal combat, chosen by the Captain, must be allowed the option to join the crew as a full member.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=22108</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=22108"/>
		<updated>2021-12-10T18:07:37Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Heads of Staff */ Added restrictions.&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 Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
The Unathi (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 Nanotrasen 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 Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#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 fiercely 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;
&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;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
&lt;br /&gt;
The following groups, however, cannot be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&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 are also often born into one of four major scale color categories: red, black, orange-brown (&amp;quot;sand-colored&amp;quot;), and green. 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. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different.&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;
== Religion == &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 [[Unathi Religion#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 [[Unathi Religion#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 [[Unathi Religion#The Aut&#039;akh Heathens|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 [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Unathi have a variety of behaviors, sayings, and customs that other species would find odd and peculiar.&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;
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;
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;
=== Social Behavior 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;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Moghean ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&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 arch over nearly all Unathi universally.&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 and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&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;
=== 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;
Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean ===&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;
=== The Zandiziite Games ===&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;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, 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-Hegemony 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 Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead 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 crises, 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 kind of major lifestyles In Izweski. 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;
=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&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 oasis. &lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&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 [[Unathi Religion|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;
== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&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 [[Galactic Standard Time]]. 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;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. 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;Sarakas 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 Endevour, 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 Sarakas 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;2433&#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;2437 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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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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&#039;&#039;&#039;Guwandi are not an option on station,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &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;
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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;
&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;
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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 NanoTrasen 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 Aurora station!&#039;&#039;&#039;&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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{{Navbox Unathi Lore}}&lt;br /&gt;
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[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=21295</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=21295"/>
		<updated>2021-09-16T07:37:09Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Social */&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 Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
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{{toc_right}}&lt;br /&gt;
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== Overview == &lt;br /&gt;
The Unathi (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;
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[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
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Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the Sk&#039;akh Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#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;
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Moghes has two fiercely different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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== 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;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
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&#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;
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&#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;
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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;
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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;
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=== 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;
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Unathi are also often born into one of four major scale color categories: red, black, orange-brown (&amp;quot;sand-colored&amp;quot;), and green. 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. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
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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;
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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;
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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;
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== Religion == &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;
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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 [[Unathi Religion#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 [[Unathi Religion#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 [[Unathi Religion#The Aut&#039;akh Heathens|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;
&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 [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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== Social ==&lt;br /&gt;
Unathi have a variety of behaviors, sayings, and customs that other species would find odd and peculiar.&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;
&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;
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;
=== Social Behavior 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;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Moghean ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&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 arch over nearly all Unathi universally.&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 and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&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;
=== 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;
Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean ===&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;
=== The Zandiziite Games ===&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;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, 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-Hegemony 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 Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead 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 crises, 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 kind of major lifestyles In Izweski. 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;
=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== 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 oasis. &lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&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 [[Unathi Religion|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;
== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&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 [[Galactic Standard Time]]. 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;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. 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;Sarakas 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 Endevour, 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 Sarakas 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;2433&#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;2437 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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== 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;
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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 NanoTrasen 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 Aurora station!&#039;&#039;&#039;&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;
&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;
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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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[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=21117</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=21117"/>
		<updated>2021-09-07T04:31:09Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Language */&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 Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
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{{toc_right}}&lt;br /&gt;
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== Overview == &lt;br /&gt;
The Unathi (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 Nanotrasen 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 Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#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 fiercely different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&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;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&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;
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=== 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 are also often born into one of four major scale color categories: red, black, orange-brown (&amp;quot;sand-colored&amp;quot;), and green. 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. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different.&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;
== Religion == &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 [[Unathi Religion#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 [[Unathi Religion#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 [[Unathi Religion#The Aut&#039;akh Heathens|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 [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Unathi have a variety of behaviors, sayings, and customs that other species would find odd and peculiar.&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; 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;
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;
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;
=== Social Behavior 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;
=== Language ===&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;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Moghean ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&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 arch over nearly all Unathi universally.&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 and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&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;
=== 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;
Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean ===&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;
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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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=== The Zandiziite Games ===&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, 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-Hegemony 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 Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead 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 crises, 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 kind of major lifestyles In Izweski. 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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=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&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 oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|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;
== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&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;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. 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;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. 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;Sarakas 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 Endevour, 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 Sarakas 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;2433&#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;2437 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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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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&#039;&#039;&#039;Guwandi are not an option on station,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
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Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
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&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
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=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen 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 Aurora station!&#039;&#039;&#039;&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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		<author><name>Haydizzle</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=21116</id>
		<title>Unathi</title>
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		<updated>2021-09-07T04:29:23Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Language */&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;
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{{toc_right}}&lt;br /&gt;
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== Overview == &lt;br /&gt;
The Unathi (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;
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[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
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Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the Sk&#039;akh Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#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;
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Moghes has two fiercely 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;
&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;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&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 are also often born into one of four major scale color categories: red, black, orange-brown (&amp;quot;sand-colored&amp;quot;), and green. 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. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different.&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;
== Religion == &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 [[Unathi Religion#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 [[Unathi Religion#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 [[Unathi Religion#The Aut&#039;akh Heathens|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 [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Unathi have a variety of behaviors, sayings, and customs that other species would find odd and peculiar.&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; 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;
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;
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 picking 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;
=== Social Behavior 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;
=== Language ===&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;
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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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== Society ==&lt;br /&gt;
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=== Moghean ===&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&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 arch over nearly all Unathi universally.&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 and regal.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&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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=== 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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Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
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=== Ouerean ===&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;
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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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=== The Zandiziite Games ===&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, 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-Hegemony 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 Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead 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 crises, 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 kind of major lifestyles In Izweski. 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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=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&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 oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&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 [[Unathi Religion|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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== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&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 [[Galactic Standard Time]]. 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;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. 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;Sarakas 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 Endevour, 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 Sarakas 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;2433&#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;2437 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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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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&#039;&#039;&#039;Guwandi are not an option on station,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition 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 NanoTrasen 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;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{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>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=21115</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=21115"/>
		<updated>2021-09-07T04:24:44Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: Adds a section on Language for unathi.&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 Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
The Unathi (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 Nanotrasen 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 Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#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 fiercely 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;
&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;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&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 are also often born into one of four major scale color categories: red, black, orange-brown (&amp;quot;sand-colored&amp;quot;), and green. 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. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different.&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;
== Religion == &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 [[Unathi Religion#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 [[Unathi Religion#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 [[Unathi Religion#The Aut&#039;akh Heathens|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 [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Unathi have a variety of behaviors, sayings, and customs that other species would find odd and peculiar.&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; 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;
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;
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/bar 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 picking 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;
=== Social Behavior 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;
=== Language ===&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;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Moghean ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&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 arch over nearly all Unathi universally.&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 and regal.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&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;
=== 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;
Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean ===&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;
=== The Zandiziite Games ===&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;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, 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-Hegemony 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 Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead 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 crises, 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 kind of major lifestyles In Izweski. 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;
=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&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 oasis. &lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&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 [[Unathi Religion|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;
== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&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 [[Galactic Standard Time]]. 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;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. 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;Sarakas 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 Endevour, 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 Sarakas 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;2433&#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;2437 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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== 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;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &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 NanoTrasen 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 Aurora station!&#039;&#039;&#039;&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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{{Navbox Unathi Lore}}&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=21061</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=21061"/>
		<updated>2021-09-01T00:48:55Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: Deletes the earth picture to fix the formatting.&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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&amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Earth Map.png|thumb|800px|A map of contemporary Earth&#039;s regional divisions, as of 2463]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The cradle of the human race and to some the most important planet in the Orion Spur, Earth is the center of humanity even in the 25th century. Though it was ravaged by ecological devastation caused during humanity’s ascension to the stars to such an extent that most of its non-human life died off, the blue planet was revitalized over the course of the 23rd and 24th centuries by the Solarian Alliance and many previously-extinct species and devastated ecosystems have been restored through the efforts of [[Zeng-Hu Pharmaceuticals]]. The Earth of the 25th century today stands as the most populated planet in the entire Orion Spur, with 19 billion residents on its surface -- many of which have come to live in massive urban settlements commonly referred to as conurbations -- and another billion in orbit. Earth maintains a close relationship -- sometimes simply referred to as the “special relationship” -- with other colonized worlds in the Sol System though no “planet” is closer to it than its sole natural satellite, [[Luna]]. The capital of the Alliance, Unity Station, is positioned in the orbit of Earth.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
Earth’s contemporary environment is similar to the contemporary Earth of the early 21st century thanks to extensive environmental reclamation projects undertaken by the Solarian Alliance over the course of nearly a century. Most of the flora and fauna that can be found on the continents and in the oceans modern Earth are cloned species reintroduced during the course of the Alliance’s reclamation projects, though some species -- often locally referred to as “vintages” on Earth -- survived the pre-reclamation period of ecological collapse and were able to persist into the current day.&lt;br /&gt;
&lt;br /&gt;
More information about Earth’s ecological crisis and the efforts undertaken to restore the cradle of humanity to its former glory can be found in the [[Timeline of Humanity]].&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
&lt;br /&gt;
Though Earth is now under the unquestioned control of the Solarian Alliance it has, despite ecological disasters and the steady passage of time, managed to retain a planet defined by distinctive regional identities and governments. These regional governments are subservient to the greater Solarian Alliance, but hold a degree of autonomy not typically seen in other Solarian member states thanks to the special status of Earth. There is no such thing as a truly unified “Earther culture” on Earth thanks to this regionalism, and many from the cradle of humanity pride themselves on their distinctive regional identities, even if they are from what is functionally a single Sovereign Solarian Nation. Despite this pride many Earthers hold it is often seen as foolish to describe oneself as coming from anything other than Earth when abroad, and Earthers that instead identify themselves as belonging to a region first and Earth second are typically looked down upon by other Earthers as strange or dangerously identitarian.&lt;br /&gt;
&lt;br /&gt;
The Planetary Government of Earth is centred in Paris, France, and consists of a 1,000-representative large Planetary Parliament, with representatives from every region of Earth aside from those directly governed by the planetary government attending. The number of representatives per region is determined by population. Every 4 years the assembly elects the Planetary Governor of Earth, and along with the Governor, is the highest authority on the planet. The primary function of the Planetary Government is to mediate disputes between the various regions of Earth and ensure cooperation between them, even if such has to be forced from time to time. The regions of Earth maintain autonomy in many ways, but are in no way fully independent. All are beholden to the laws and decisions of the Planetary Assembly and its Governor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Asia===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Federal Republic of China&#039;&#039;&#039; is the undisputed largest regional power in Asia and where humanity’s oldest megacorporation, [[Einstein Engines]], originated. While founded in the aftermath of the bloody Sino-Soviet War and Second Chinese Civil War, the Federal Republic has left its bloody history behind itself to become one of the most important nations on Earth. The Federal Republic is additionally the birthplace of [[Zeng-Hu Pharmaceuticals]], a biomedical giant that is regarded by many on Earth as having saved the planet itself due to the keiretsu’s massive investment and involvement in Earth’s reclamation projects. Earthers from China are a significant portion of Einstein Engines’ staff and can be found at all levels of Zeng-Hu Pharmaceuticals, with the megacorporation’s headquarters in Shanghai employing hundreds of thousands of workers in its massive arcology. The economic influence of China during the early space age can still be felt throughout human space, particularly on [[Luna]], and Standard Chinese formed the linguistic basis for modern Solarian Common. In the modern day, the Federal Republic of China is still arguably the global centre for business and culture for the planet Earth, housing dozens of its most populated cities and largest commercial centres such as Shanghai, Shenzhen, and Guangzhou. &lt;br /&gt;
&lt;br /&gt;
Across the East China Sea from the Federal Republic of China lies the island nation of &#039;&#039;&#039;Japan&#039;&#039;&#039;, another major regional power in Asia. Several parts of Zeng-Hu Pharmaceutical’s keiretsu, such as Yomi Genetics, originated here along with many other smaller medical companies that would eventually form other smaller parts of the Zeng-Hu machine. The country has long been a center for technological development, particularly in the fields of artificial intelligence and robotics. Japanese engineers working for [[Einstein Engines]] helped pioneer early forms of robotic laborers and assistants, though their products would ultimately be supplanted by IPCs originating on [[Konyang]]. Like many island nations, Japan covered its coastlines in a network of extensive seawalls primarily produced by [[Hephaestus Industries]] in order to withstand climate change, though recently, some of these walls are beginning to come down in an initiative by the Japanese regional government to restore the natural beauty of their island.&lt;br /&gt;
&lt;br /&gt;
Between Japan and China lies the &#039;&#039;&#039;Republic of Korea&#039;&#039;&#039;, another important economic player in Asia. Following a successful reunification in the late 20th century thanks to the support of the Federal Republic of China, Korea established itself as a major regional power that was able to gain the attention of the early Solarian Alliance during the first colonization efforts through the orienteering of many of its heavy industries and technology companies to the colonisation programme. Eventually this would result in the colonization of the frontier world of [[Konyang]], which would later become the center for robotics in the Alliance. Korea, as a result, has recently seen a return to form as one of the top centers of positronic research and development in the Alliance alongside [[Callisto]] following Konyang’s secession in late 2462.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southeast Asia&#039;&#039;&#039; can be divided into two distinct parts: the mainland and oceanic regions. The mainland of Southeast Asia is, as it has been throughout its history, divided between a variety of states such as Vietnam, Siam, and Thailand. The countries of the region have had close economic ties with one another for centuries now, and worked together alongside one another to colonize [[New Hai Phong]],  Despite this, the region’s trade is dominated by the Federal Republic of China and its associated megacorporations, and the entire area has seen heavy investment by Zeng-Hu Pharmaceuticals from its regional hub in Singapore. Oceanic Southeast Asia is dominated by the economies of Malaysia and the Indonesian Federation along with the recently resurgent Philippines, which is widely touted as a a herculean feat of Earth’s ecological reclamation project due to the amount of time and work needed to restore the archipelago’s devastated ecosphere. Large-scale construction projects of bridges linking the various islands of Indonesia with each other and to the mainland have recently begun with the sponsorship of the Solarian Government, and many in the islands are hopeful for what new possibilities these might bring. &lt;br /&gt;
&lt;br /&gt;
Further to the south &#039;&#039;&#039;Oceania&#039;&#039;&#039; is home to Australia, New Zealand, and the Federation of Oceania -- an alliance of those islands in the Pacific lucky enough to survive the ecological disasters that impacted Earth before ecological projects were undertaken to restore the planet to its former glory. The region is most well-known for the Restored Great Barrier Reef, which was regrown by Zeng-Hu Pharmaceuticals following its complete destruction in the late 21st century. Many in the keiretsu hold the Restored Great Barrier Reef as the crowning achievement of Zeng-Hu alongside cloning. Australia and New Zealand are also founding Commonwealth Members and participated in the colonisation efforts with the rest of their Commonwealth partners. The Federation of Oceania, like its counterparts in the region, was severely impacted by the ecological disasters that befell Earth during its climate crisis. As a result many surviving islands in the Federation were reinforced with seawalls constructed by [[Hephaestus Industries]] to prevent flooding, though the usefulness of these structures has faded with the success of Earth’s climate restoration measures. Many of these colossal constructions now stand as relics of a much darker period in Earth’s long history, though there have been recent proposals from various officials and even citizens in the Oceanian government to either scrap the sea walls for materials, preserve them as outdoor museums, or even convert them into giant, free standing art exhibits. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Indian subcontinent&#039;&#039;&#039; is the most populous region on earth and one of its powerful  economically, competing with other regions like China, the United States, the European Union, and the Soviet Union. Even so, it has long been seen as less prestigious as no megacorporations originated in the subcontinent and lacking a certain pedigree. Despite this though, India remains a mighty economic powerhouse felt across the globe that was able to carry out a colonization effort alongside its neighbors that resulted in the settlement of numerous colonies on the Human Frontier prior to the Interstellar War, most notably [[Gadpathur]]. While this colony has long slipped from Solarian rule, India also found success in its efforts to colonise [[Callisto]] alongside the other members of the Commonwealth of Nations. While China’s influence is felt most strongly in the Alliance economically, India’s influence -- particularly in the linguistic sphere -- can still be felt in the [[Coalition of Colonies]] and the broader human frontier today, as Freespeak, the most spoken language in the Orion Spur, has its roots in the various languages of the Indian subcontinent.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&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;
===Europe===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Europe in the 25th century remains an important and relevant center of the planet despite its former division between the European Union and Warsaw Pact. The one nation that does not follow this trend is the neutral state of &#039;&#039;&#039;Switzerland&#039;&#039;&#039;. While on paper Switzerland is unique on Earth in that it is technically not a Sovereign Solarian Nation or regional province of Earth and is instead an independent nation, it is de jure a member of the Alliance and all Swiss citizens automatically hold dual citizenship in the Alliance.  It, along with Luna, has long been diplomatic neutral ground for humanity and a variety of treaties -- such as those ending the Interstellar War and recognising the independence of breakaway states such as the [[Republic of Biesel]] -- have been signed here.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;European Union&#039;&#039;&#039; is the unquestioned economic power of the European continent and home to many of the companies that would eventually form the foundations of humanity’s megacorporations. The modern EU consists of a multitude of smaller semi-independent nations from Scandinavia, the British Isles, Western Europe, Iberia, and the Balkans. The most important of these member states is generally considered to be France, which is home to the EU’s largest city and the seat of Earth’s planetary government, Paris. The city is not just notable for these traits however, but also for its long history of being a city on the cutting edge of the sciences, particularly those relating to Aerospace and Nuclear Science. It is also where practical fusion power was invented in 2027, a year which many historians consider to be the start of a new Human Era. West Germany is also a strong force in the economy of the European Union, and is considered the spiritual home of Hephaestus Industries by virtue of it where some of their first engineering facilities and factories on Earth were built. Also of importance is Italy, which is more closely aligned with the Mediterranean nations such as the United Arab Republic through the Mediterranean Economic Pact, commonly called the Med-7 agreement. The Vatican City, located in Italy, is both the smallest member state of the Alliance and also one of its most-visited tourist locations, with millions performing pilgrimages to it every year. Other locations in the European Union, such as Yugoslavia, Portugal, Ireland, and Spain, are also commonly visited for their natural and cultural beauty by Humans from all over the Orion Spur. The EU is where Terraneus Diagnostics -- a subsidiary of [[Einstein Engines]] that would later go on to invent the first practical [[IPC]] frames. The Romance languages found throughout Western Europe formed the basis of modern Tradeband.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;United Kingdom&#039;&#039;&#039; never formally joined the European Union and instead reinvested itself into its former colonies through the establishment of the international organisation known as the &#039;&#039;&#039;Commonwealth of Nations&#039;&#039;&#039; that focused on being an economic and cultural partnership between all of its member states. As colonisation became more prominent as well, the Commonwealth, headed by the United Kingdom, took to the stars and established numerous colonies throughout human space, the most notable and successful being the colony on the Jovian moon of [[Callisto.]] In the present day, the Commonwealth is still a strong economic partnership, though it has declined in notoriety since it stopped colonising worlds across the spur. It maintains a positive relationship with nearly all of its former colonies, however, aside from those no longer in Solarian space, and often coordinates trade between its member states and these colonial worlds.&lt;br /&gt;
&lt;br /&gt;
The European Union’s opposite in Europe is the &#039;&#039;&#039;Warsaw Pact&#039;&#039;&#039;, formerly a military alliance of socialist nations long in the Soviet Union’s sphere of influence that transformed into an economic and colonial cooperative pact after the establishment of the Solarian Alliance in the early 2130’s . The countries of the Pact lagged behind their Western counterparts as megacorporations gained more and more power until what would eventually become [[Zavodskoi Interstellar]] was founded as an effort to unify the heavy industry of the Pact into a cohesive industrial force. In the years since the Pact has caught up to, though not surpassed, its western counterpart. The strongest economies in the Warsaw Pact are East Germany, Poland, and Czechoslovakia, with each having a respective focus in arms development, ship building, and robotics.  The Warsaw Pact’s economic woes in the Second Great Depression caused it to experience a period of social and political instability during the Earth’s climate crisis, which would result in the Pact -- working alongside Soviet authorities -- deporting a great number of political dissidents to the colony of [[Visegrad]]. Most Earthers from the Pact that go abroad find themselves working for Zavodskoi Interstellar.&lt;br /&gt;
&lt;br /&gt;
To the east of the Warsaw Pact lies its historical overlord, the &#039;&#039;&#039;Union of Soviet Socialist Republics&#039;&#039;&#039;. The USSR is an intimidating economic strongman on Earth that has a unique, and often strained, relationship with the greater Solarian Alliance and the corporations that have come to dominate its economy. The Soviet Union maintains a strict policy of disallowing the operations of any corporation aside from the state-sponsored Zavodskoi Interstellar inside its borders and sphere of influence, which has won the Union very few friends abroad. Regardless of this cold attitude though, the old Union maintains a significant amount of clout in Earth’s politics and economy due to its size and dominant heavy industry, much of which was critical to Earth’s climate restoration project. The Soviet Union has also been the most supportive of any region on Earth of the recent establishment of the Solarian Corporate Authority and the expulsion of NanoTrasen from Solarian space following the collapse of Solarian authorities in its outer colonies in 2462. Soviet citizens that travel abroad are almost always employed by Zavodskoi Interstellar, thanks to the state’s sponsorship of the megacorporation. The USSR’s most well-known colonial ventures are the establishment of the Zvezda moonbase in the 1980’s on [[Luna]], the first permanent human extraterrestrial settlement, and the settlement of [[Pluto]] and the moons surrounding it, which now serve as the Alliance’s primary source of the valuable gas Helium-3.&lt;br /&gt;
&lt;br /&gt;
While the Pact and EU are still often at one another’s throats politically and economically in the eternal game of vying for resources and influence over the global affairs of Earth’s Government, the &#039;&#039;&#039;Mediterranean Economic Pact&#039;&#039;&#039;, sometimes referred to as the Mediterranean Seven, Med-7, or Med-Sev, represents an alleged third option, though its influence has waned since its golden age in the 22nd century. The MEP is an unusual economic cooperation agreement between countries bordering the Mediterranean Sea originally designed to both counterbalance the economic power of Asia and North America and allow its constituent nations, some of which were already members of the EU or the United Arab Republic, to afford then costly colonization projects. While its economic cooperation terms remain in effect, it is now primarily a ceremonial organization that shows the historical friendship of the Mediterranean nations. The most notable achievement of the MEP was the colonization of [[Assunzione]], which still remains one of the farthest planets from Earth that has been successfully colonized. There are movements within the Med-Sev nations to try and establish cultural exchanges or trade agreements with their far-flung former-colony in the name of extending the friendship now so emphasised by the organisation, though these efforts have met staunch resistance in the new political climate of a post-collapse Solarian Alliance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&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;
===The Middle East and North Africa===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Northern Africa and the Middle East are both dominated by the &#039;&#039;&#039;United Arab Republic&#039;&#039;&#039;, an alliance of states stretching from the Atlantic Ocean to the Indian Ocean formed in the early 21st century during a tide of Pan-Arabism in order to combat growing Soviet and American influence in the region. The Federation gradually strengthened as the 21st century rolled along and was eventually able to pursue its own major colonial endeavors funded by the large scores of wealth accrued from the petroleum and hydrocarbon industries of these countries, the most notable of which was  colonization of [[Persepolis]] and other planets in the early 2200s that would later become the Elyran Coalition, and finally the independent [[Republic of Elyra]]. Despite the Republic’s separation from the Alliance, it and the Federation maintain diplomatic ties, and many muslim Elyrans still travel to Mecca to perform their Hajj. The United Arab Republic is also home to the Suez Commerce Zone, once only a canal linking the Red Sea to the Mediterranean, it is now the largest commercial spaceport and seaport in the Middle East &amp;amp; North Africa and one of the largest on Earth. Since fossil fuels became unprofitable, many countries in the United Arab Republic have instead made great investments into other energy sources such as solar, wind, and fusion power, and export much of this energy to other regions on Earth.&lt;br /&gt;
&lt;br /&gt;
To the east of the United Arab Republic lies its colonial partner in the initial rush to Persepolis, the &#039;&#039;&#039;Free Republic of Iran&#039;&#039;&#039;. Historically a flashpoint between the Soviet Union and the United States, Iran opted to align itself with the Federation following the overthrow of its Soviet-dominated client state government in the Iranian Revolution of 2023. The country, thanks to its large supply of oil reserves that had -- up to its revolution -- been reserved for use by the USSR and prevented from flowing into the open market, provided a significant amount of funding for the Federation’s colonization efforts. Its government was allowed to name the first planet of the colonization project, and eventually settled upon [[Persepolis]]. In the modern day, the Free Republic of Iran often works closely still with the United Arab Republic in matters both economic and political, but is also seen as a bridge of sorts between the Asian economies of China and Southeast Asia and the EU and the various states of the West African Union. For this reason, The Republic of Iran has seen heavy investment from Idris Incorporated throughout its history and is commonly host to some of the largest conventions and meetings of business officials on Earth. &lt;br /&gt;
&lt;br /&gt;
The third player in the Middle East is the &#039;&#039;&#039;Republic of Turkey&#039;&#039;&#039;, a historical ally to the United States during the Cold War and founding member of the Mediterranean Economic Pact. The country was one of those consistently on the front lines of the Cold War, and as a result saw a large investment from the United States and Hephaestus Industries during the days when the corporation specialised in being a defense contractor. After the end of the Cold War because of this investment, Turkey became an industrial and financial centre for the Middle East, a status which it holds to this day. This industry was most famously put to use in an agreement with the United Arab Republic and Free Republic of Iran, in which the three nations agreed to cooperate in colonisation effort to settle what would become the [[Republic of Elyra]], with Turkish industry building many of the space vessels and terraforming equipment needed for the process. The country also was one of the primary industrial forces behind the mission to colonise [[Assunzione]]. To this day, Turkey maintains a position as one of Earth’s most robust industrial powers, however due to recent tension between the Solarian Alliance and Hephaestus Industries, Einstein Engines and Zavodskoi Interstellar have been allowed to make their way into the Turkish heavy industry sector in small capacities.&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;
===Africa===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modern Africa is a location of immense commerce on Earth, and the continent is home to the majority of the planet’s space elevators, vital structures that allow for cheap and efficient transport of goods to and from Earth. The continent has historically been divided by the Sahara Desert, which grew even larger during Earth’s climate crisis. The process of shrinking the Sahara would eventually become one of the longest and most difficult projects of the climate restoration project, officially ending in the early 2400s.&lt;br /&gt;
&lt;br /&gt;
West Africa below the Sahara is dominated by the &#039;&#039;&#039;West African Union&#039;&#039;&#039; (UAO), an evolution of the late 20th-century West African Economic and Monetary Union (UEMOA). The economies of the UEMOA nations boomed in the early to mid 21st century thanks to their smart balancing of the interests of Soviet, American, and European investors to create a loosely-regulated but dominant regional economy by the 2050s. The UEMOA officially formed the UAO in the 2060s in order to secure its regional economic dominance, and entered the colonial race in the same decade. While it would initially only perform minor ventures, the UAO secured the foundation of the [[Eridani Federation]] in 2095 when it secured the sole rights to colonize the Epsilon Eridani system. Most Eridanian Suits are descended from the West African settlers of the UAO’s colonial program, and the Federation maintains warm relations with the UAO to this very day. Modern Eridanian Tradeband is descended from French and some indigenous languages found in West Africa. The UAO has longstanding ties with Hephaestus Industries, which contributed greatly to its colonization effort of [[Oran]] -- the first planet in Epsilon Eridani. Presently, the UAO maintains a very close economic relationship with the Eridani Corporate Federation, though politically they have drifted apart over cultural differences, with many citizens in the UAO decrying the ECF’s treatment of the Dreg Underclass and the eradication of any West African culture that may have once existed in the ECF.&lt;br /&gt;
&lt;br /&gt;
Nearby the UAO lies the &#039;&#039;&#039;Federal Republic of Nigeria&#039;&#039;&#039;, West Africa’s second-largest economy and a longstanding rival of the UAO in both economics and colonization. The rivalry would peak in the late 21st when UAO beat out Nigeria’s bid to colonize the Epsilon Eridani system, which led to the nation more closely aligning itself with the Commonwealth’s ongoing efforts to colonize the Jovian moon of [[Callisto]]. The country is also home to the Lagos Interstellar Space Elevator, the largest of its kind on Earth’s surface. Nigeria, along with its numerous elevators, has also developed an incredibly robust aerospace industry, with many firms having manufacturing and assembly plants for spacecraft in the region.&lt;br /&gt;
&lt;br /&gt;
East Africa is home to the &#039;&#039;&#039;East African Federation&#039;&#039;&#039;, a union of states that was inspired by its West African counterpart, the UAO, that formed in the late 21st century. While the UAO found success by carefully balancing -- some might say “juggling” -- the interests of investors from both the capitalist and communist worlds, the EAF’s initial economic boom came primarily from investments by the UAO into its growing market. As a result the EAF and UAO have always had close ties, and the EAF later joined its West African counterpart in the colonization of the Epsilon Eridani system. Many of the Federation’s Suits outside of Oran are descended from these later East African colonists. As a result of this Eridani’s planets (locally referred to as “Sectors”) after Oran tend to be dominated by megacorporations more readily found in East Africa, such as Zeng-Hu Pharmaceuticals and Einstein Engines. The EAF also sports one of the most robust biotech industries in Africa and on Earth at large, with some of the premier prosthetics and augments in the Spur seeing some research and development in this region of Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Central Africa&#039;&#039;&#039;, unlike its Eastern and Western counterparts, was never able to federalize or unionize to the extent of its neighbors. The region was first a hotspot for proxy wars between the United States of America and Soviet Union, along with heavy involvement from the Union of South Africa on whatever side most benefited it, before eventually finding itself the main region of investment by both the UAO and East African Federation in the 2100s. With the colonization effort in Epsilon Eridani well under way in the 2100s a source of labor was needed for the fledgling colonies, and the Francophone Republic of the Congo was -- to investors from the UAO -- the ideal place to find cheap labor. While some of these colonial laborers found success in Eridani, many found themselves performing unpleasant, time-consuming work in hazardous conditions for another nation’s colony. Dissatisfied with their positions in the colony but unable to easily return home, many of these laborers would become the first “dregs” of Eridani when they were unceremoniously fired by their colonial supervisors during a strike in 2148. Central Africa is today overseen directly by the Planetary Government of Earth and is home to some of the largest mineral extraction operations in the world. Its seen by Earthers as a somewhat dangerous place, but also one where anyone could go to with hopes of making it big in the ever growing mining industry of the region, and as such, has become one of the most multicultural places on Earth, with people from China to the EU to South America, to recent Martian refugees trying to make a living there. There have been pushes to federalise the region into something more coherent and self-governing and these have been gaining steam despite the disapproval of megacorporations involved in the mining operations there.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Union of South Africa&#039;&#039;&#039; is the absolute hegemon of southern Africa despite a history of internal unrest and external controversies. The Union was a major player in the African theater of the Cold War, at times working with the United States and at times working against it with the Soviet Union, but ultimately only working for itself and the security of its business interests. South Africa would eventually make its “deal with the devil&amp;quot; in the mid 21st century and opt to closely align its arms industry with the Soviet Union’s Zavodskoi Industries thanks to an ongoing arms embargo by the United States in an effort to end its ongoing involvement in Central Africa, which would not be truly end until the late 2100s. Thanks to its pariah status until the 2100s South Africa is one of the few Commonwealth nations not to have had a hand in the colonization of [[Callisto]], and is typically looked upon negatively by the East African Federation and UAO alike. However, its close association with Zavodskoi Interstellar has allowed its arms industry to remain relevant even in the 2400s. While unable to participate in the colonisation efforts of Callisto, many South Africans instead looked to the frontier as a land of opportunity and came to inhabit many worlds in the current Coalition of Colonies along with being sizable minorities in more global colonization efforts, most notably those on [[Silversun]] and [[Xanu Prime]].&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;
===North America===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even in the 25th century North America remains a center of industry and culture on Earth, though it has long been eclipsed by the interstellar scale of the Solarian Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;United States of America&#039;&#039;&#039; once stood as, arguably, the most important nation in human history prior to the dawn of the Solarian Alliance following the Crisis of 2127. A dominant regional power and the only single nation able to oppose the Soviet Union, the USA found a Cold War with its counterpart that continuously escalated -- eventually going interplanetary -- until the early 22nd century, when the Earth’s ecological and economical problems came to a head and caused a collapse of the old order. The United States in particular was badly damaged by Earth’s climate crisis, with many of its cities ruined by rising sea levels. The United States’ overfunded military industry would eventually go on to form the foundation of [[Hephaestus Industries]] alongside several European defense and heavy industry companies. Its largest city, Los Angeles, still has a massive Hephaestus-manufactured sea wall dating back to the climate crisis that is the only reason the city itself was not abandoned during the 2100s. The United States still is a powerful economy with a huge hold over Earth’s markets and many in the country have found great success in working with megacorporations across the spur. Because of its great involvement with colonisation from its early years, humans with American heritage can be found all over Human-Inhabited space in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
To the south of the USA the &#039;&#039;&#039;United Mexican States&#039;&#039;&#039; houses the single largest city in North America, Mexico City. Mexico has long had a close relationship with its northern neighbor and was a major partner of the United States in early colonial ventures to colonize the Solar System, where it helped to found some of the original American domes on Earth’s moon. Its close relationship with the United States made it an ideal market for Hephaestus Industries, which controlled much of Mexico’s heavy industry sector before the megacorporation’s investments were bought out by a resurgent Einstein Engines in the 2450s. Mexico continues to see a strong presence of the megacorp and is where its Earth operations are headquartered. Along with the domes of Luna, Mexicans also participated greatly in the establishment of the South American colony of [[Mictlan]] after it encountered some difficulties.&lt;br /&gt;
&lt;br /&gt;
In the north &#039;&#039;&#039;Canada&#039;&#039;&#039; endured the climate crisis of the 2100s better than its southern neighbor, and grew significantly thanks to climate refugees settling inside its borders as they fled northwards to escape rising temperatures and sea levels. Toronto, as a result, remains the second-largest city in North America after Mexico City. Canada itself still straddles a line between the Commonwealth and the United States and ultimately involved itself in the colonial efforts of both, with Canadian colonists forming a significant part of the early population of [[Callisto]]. As with the rest of North America much of Canada’s industry has been historically dominated by Hephaestus Industries, though whether the Solarian government will allow this state of affairs to continue remains to be seen as corporate restrictions against the Stellar Corporate Conglomerate continue to advance in Sol&lt;br /&gt;
&lt;br /&gt;
While it was devastated during Earth’s climate crisis the Caribbean managed to endure, though many of its islands disappeared beneath the tide of rising sea levels. When islands started to slowly reappear during Earth’s climate restoration projects they were often purchased wholesale by Zeng-Hu Pharmaceuticals, the heroic savior of Earth’s ragged environment. While some islands, such as Cuba and Hispaniola, make up the &#039;&#039;&#039;Caribbean Federation&#039;&#039;&#039; -- a desperate union of states created to manage the refugees caused by the climate crisis -- many are simply Zeng-Hu special administrative zones leased to the megacorporation by the Solarian Alliance where a variety of experiments, some legal and some less so, are performed. With the recent anti-megacorporation initiative of the Solarian government, it remains to be seen what will become of Zeng-Hu’s island paradises in the Caribbean. Due to these questionable activities, many citizens of the Caribbean Federation have a mixed opinion of Zeng-Hu, with some seeing the company as the only reason they can live where they are, and others seeing the corporation as a sinister entity that plays with the lives of others.&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;
===South America===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While its historical legacy on Earth remains its period as the main theater of the 21st-century Cold War between the USSR and USA, South America has forged its own unique identity in the decades that followed this period of strife. Unfortunately the period of recovery that followed the end of the Cold War with the Crisis of 2127 means that the nations of South America were late to the colonial rush that would define much of humanity’s history up to the present day, with [[Mictlan]] standing as the only major successful colonial venture launched by South American nations.&lt;br /&gt;
&lt;br /&gt;
The largest economy in South America is the &#039;&#039;&#039;Federative Republic of Brazil&#039;&#039;&#039;, despite the devastation it suffered during Earth’s ecological crisis. Brazil possesses longstanding ties with Zeng-Hu Pharmaceuticals due to the corporation’s major role in the restoration of the Amazon Rainforest during Earth’s climate restoration initiatives. The economic prominence of Brazil allowed it to overcome linguistic barriers and assume leadership over the “Mictlan Project” of the 2150s, which would eventually result in the planet’s colonization in the 2180s. Brazil did not escape the Cold War unscathed though, and closely aligned to the United States throughout it. Many critics of the Mictlan Project argued that the Brazilian championing of it was not due to a sense of charity, but instead out of a desire to get anti-business environmentalists out of the picture by encouraging them to travel to Mictlan, rather than continue to fight against business in the Amazon. Brazil enjoys a status as one of Earth’s premier agricultural powers currently as well, with Zeng-Hu’s continued involvement in creating and testing prototype superfoods in the region.&lt;br /&gt;
&lt;br /&gt;
The main continental rival of Brazil during the Cold War era was the &#039;&#039;&#039;Democratic Republic of Chile&#039;&#039;&#039;, which aligned itself with the Soviet Union first out of pragmatism and then after dogmatism following an unsuccessful American-backed coup of its government. Unlike the Zeng-Hu affiliated Brazil, Chile has long had a positive relationship with Zavodskoi Interstellar dating back to Soviet industrial aid during the 20th and 21st centuries. Its burgeoning industrial sector fueled by its massive mining industry allowed it to include itself in the Mictlan Project despite Brazilian protests, and Chile provided much of the work on the Project’s colonization vessels. Chile’s status as a producer of spacefaring vessels continues to today, with several of the Alliance’s active-duty warships originating in the network of shipyards that orbit above it. Many claim that the political divide between the Zavodskoi-backed Chile and the Zeng-Hu-affiliated Brazil is the source of the longstanding competitive rivalry between the companies, though this is often seen as more legend than fact by historians.&lt;br /&gt;
&lt;br /&gt;
Caught between Brazil and Chile is the &#039;&#039;&#039;Republic of Peru&#039;&#039;&#039;, a nation that tried to balance the competing interests of the United States and the Soviet Union during the second phase of the Cold War. Peru opened itself up to investments from both sides in an attempt to get ahead of its neighbors, but would ultimately find itself indebted to both sides and unable to please either. As a result, the Republic nearly buckled and collapsed under the weight of civil unrest towards the end of the Cold War, but would ironically recover its footing during the Crisis of 2127 before opting to involve itself yet again in international affairs through the Mictlan Project. Contemporary Peru is known for having a significant presence of nearly every megacorporation (aside from NanoTrasen) in its investor-friendly economy, though its reputation as the gateway between the USA and USSR faded into history with the advent of interstellar politics. Many Peruvians can be seen in corporate relations or PR positions because of their familiarity with multiple megacorporations.&lt;br /&gt;
&lt;br /&gt;
To the south of Peru, the &#039;&#039;&#039;Republic of Argentina&#039;&#039;&#039; attempted a similar strategy with more success. Unlike its northern counterpart Argentina simply balanced the interests of Chile and Brazil in order to create a prosperous local situation, ultimately emerging from the Crisis of 2127 in a far more intact state than either of the neighbors it had invited into its economy thanks to its reliance on regional economics rather than international economics. Argentina was the first nation to propose the Mictlan Project, and intended for it to be a way for the nations of South and Central America to move past their Cold War-era past and into a new future in the stars. Argentina is also the technology centre of South America, being home to numerous AI and robotics research labs that allow it to continue to be relevant economically today. &lt;br /&gt;
&lt;br /&gt;
In the north of the continent Columbia, Ecuador, and Venezuela all suffered roughly the same fate during the Cold War. Thanks to their close proximity to the United States, the Soviet Union saw them as ideal “springboards” that could be used to undermine the Americans in the same manner that China undermined their own influence in Asia. As a result, they were ravaged by coups and counter-coups throughout the 21st century and barely managed to emerge intact enough to give paltry contributions to the Mictlan Project, though many fled to the colony to escape their living situations on Earth. While they are now as prosperous as other regions on Earth, the legacy of the 21st century looms large in the minds of those that live in this region: many simply do not trust their neighbors -- let alone non-human residents of the Alliance.&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;
===Antarctica===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Far to the south of Earth lies the continent of &#039;&#039;&#039;Antarctica&#039;&#039;&#039;, long unpopulated by humans. The Antarctic ice of the continent was ravaged by climate change and the continent itself came to feature more and more human settlements as the climate crisis worsened, with settlers primarily consisting of the most desperate refugees. Very few of these settlements were successful, and few of those have persisted until the present day. Due to the pressures of climate change impacting Antarctica so severely it was chosen by the Alliance to serve as the base of operations for the climate restoration initiative, and much of its former splendor -- and ice -- has been restored. What settlements remain on Antarctica are dedicated either to supporting the climate restoration project or repurposed themselves as scientific research centers as the temperature dropped. Due to this, there are very few settlements on the continent dedicated to anything aside from scientific research, and many of the Alliance’s best and brightest natural scientists train in facilities located on the continent.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Unathishaman.png&amp;diff=20748</id>
		<title>File:Unathishaman.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Unathishaman.png&amp;diff=20748"/>
		<updated>2021-08-15T01:59:25Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A stylistic depiction of a shaman praying, surrounded by incense or a mystical fog, under the light of a powerful god-spirit.&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=20152</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=20152"/>
		<updated>2021-05-25T22:33:58Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* The Guwandi */ Adds a note about Guwandi being unplayable based on the stance of prior maintainers.&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 Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
The Unathi (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 Nanotrasen 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 Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#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 fiercely 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;
&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;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&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;
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Unathi are also often born into one of four major scale color categories: red, black, orange-brown (&amp;quot;sand-colored&amp;quot;), and green. 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. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
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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;
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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;
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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;
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[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
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== Religion == &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;
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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 [[Unathi Religion#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 [[Unathi Religion#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 [[Unathi Religion#The Aut&#039;akh Heathens|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 [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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== Social ==&lt;br /&gt;
Unathi have a variety of behaviors and customs that other species would find odd and peculiar.&lt;br /&gt;
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=== Social Behavior 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;
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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;
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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;
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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;
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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;
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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;
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=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally-linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
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For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
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When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
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Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
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Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
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As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
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=== Language ===&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;
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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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== Society ==&lt;br /&gt;
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=== Moghean ===&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&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 arch over nearly all Unathi universally.&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 and regal.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&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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=== 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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Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
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=== Ouerean ===&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;
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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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=== The Zandiziite Games ===&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, 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-Hegemony 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 Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead 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 crises, 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 kind of major lifestyles In Izweski. 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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=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&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 oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&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 [[Unathi Religion|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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== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&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 [[Galactic Standard Time]]. 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;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. 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;Sarakas 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 Endevour, 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 Sarakas 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;2433&#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;2437 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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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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&#039;&#039;&#039;Guwandi are not an option on station,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition 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 NanoTrasen 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 Aurora station!&#039;&#039;&#039;&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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{{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>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=20142</id>
		<title>Unathi Guilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=20142"/>
		<updated>2021-05-24T22:22:02Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Hephaestus Industries */&lt;/p&gt;
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&lt;div&gt;{{Navbox Unathi Lore}}&lt;br /&gt;
=The Trade Guilds=&lt;br /&gt;
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The Trade Guilds of the Hegemon are powerful organizations surrounding certain skills, or trades. Found in every city, these guilds operate out of Guild Halls, and skilled workers often join certain guilds to rise from peasantry into a higher social caste. It is much easier to join a guild if your Clan has been in the guild in the past - otherwise, joining a guild is slightly more difficult.&lt;br /&gt;
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[[File:Moghes_city.png|thumb|left|All cities are connected by the Merchant&#039;s Guild - and by its gold.]]&lt;br /&gt;
==Merchants Guild==&lt;br /&gt;
[[File:Imperial_run.png|300px|thumb|The Imperial Route, the economic battleground between Dominia and the Hegemony. Whoever controls the Imperial Route becomes the economic superpower in the region.]]&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Any Sinta finding work, will find it through me. Tau Ceti needs high-skilled laborers, strong workers, craftsmen and guildsmen of Moghes. Praise the name of Clan Razi when you find work with xenos.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Guildmaster Razi, first trillionaire Unathi.&#039;&#039;&lt;br /&gt;
The most powerful guild is the Merchant’s Guild, headed by Guildmaster Keicacu Razi, is most well known for popularizing Razi-snacks outside of Sinta space. With hundreds of years of ancestry, the Razi guild has been a powerful ally to Hegemon Not’zar Izweski, who has taken a liking to Guildmaster Razi’s daughter Hizoni.&lt;br /&gt;
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The Merchant’s Guild has managed to create and sustain a trade route from Moghes to Tau Ceti, this route being known as &#039;&#039;&#039;The Imperial Route&#039;&#039;&#039;. Competing with Dominian merchants, the route is known to have minor scuffles and skirmishes between the two nations. As well, the Merchant’s Guild is one of the only guilds with enough credits to sustainably have cargo shuttles off Moghes, meaning that other guilds have to go through them to sell to xeno civilizations. &lt;br /&gt;
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In &#039;&#039;&#039;Tau Ceti&#039;&#039;&#039;, the Merchant&#039;s Guild has constructed the largest guild hall in existence. Other guilds from Moghes can rent housing and space in the &#039;&#039;&#039;Grand Guild Hall&#039;&#039;&#039;, where hundreds of guilds attempt to have an influence in human space. Due to Nanotrasen&#039;s grip on the economy of Tau Ceti, guilds have a hard time finding work anywhere other than under Nanotrasen.&lt;br /&gt;
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&#039;&#039;&#039;The Imperial Route&#039;&#039;&#039; - The Imperial Route is a bluespace lane contested between the Dominian Empire and the Izweski Hegemony, directly towards Tau Ceti - the two empires greatest connection to the rest of the galaxy. As both galactic nations have troubled diplomatic relations with each other, it is almost a constant skirmish when two opposed merchant escorts come close. Small-scale starship battles happen semi-frequently as almost every merchant has to defend their goods from enemy privateers.&lt;br /&gt;
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==[[Hephaestus_Industries|Hephaestus Industries]]==&lt;br /&gt;
[[File:hephaestuslogo1.png|The primary logo of Hephaestus Industries.|thumb]]&lt;br /&gt;
Unathi have often viewed Hephaestus Industries as one of the only honest corporations in the galaxy— whether it be simply the fact other corporations had one chance and failed or a simple preference of aesthetic. Hephaestus is the only corporate entity allowed to operate in the Uueoa-Esa system, with other corporations like Nanotrasen only being allowed recruitment facilities.&lt;br /&gt;
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[[Notable_Humans#Titanius_Aeson|&#039;&#039;&#039;Titanius Aeson&#039;&#039;&#039;]], the CEO and head of Hephaestus, is heavily loved among Unathi workers— being a huge muscular man, both men and women love him and his sheer strength. A booming voice and infamous love of cigars contribute to Aeson’s reputation as a literal titan of industry. Aeson’s status as a man that rose from the ranks is why the modern Hephaestus Industries is viewed as one of the better companies to work for in the engineering sector, with significant benefits being given to retain workers and ensure even hazardous work is done.&lt;br /&gt;
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==Laborers Guild==&lt;br /&gt;
Although not heavily centralized, the most populous guilds are the Laborers Guilds which often are restricted to lower-skill manual labor. There are often dozens of guilds in a city for different trades, from the Plumbing guild to the Barkeeping guild. The largest organized laborers guild is the Order of Stone Mining Guild, which has guild halls in every major Moghesian city.&lt;br /&gt;
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Often, since these laborer guilds are local, they are run by the clan most well known for that trade in the area. Sometimes small guilds will come together to form a larger guild, and have a shared guild hall. For example, the ‘Construction Guild’ may have several small guilds inside it, such as the plasterer’s guild, bricking guild, and electrician’s guild.&lt;br /&gt;
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==Bard’s Guild==&lt;br /&gt;
The Bard’s Guild is one of the most prestigious guilds to be a member of, with a heavy focus on poetry, music, and writing. Historically, the Bard’s Guild is known to only take in Nobles, however for every 50 nobles there is often 1 especially talented peasant allowed to join. The Bard’s Guild hall is located in the Noble District of Skalamar, the Izweski capital, and teaches traditional poetic thought.&lt;br /&gt;
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The Bard’s Guild is most popular for learning all Lore of the Unathi, notable enough to make songs and poetry of any Unathi worthy of a story. The Bard’s Guild has sparked controversy over releasing an epic on the life of Juzida Si’akh - of whom is thought to have cursed the previous Hegemon before his death.&lt;br /&gt;
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==The House of Medicine==&lt;br /&gt;
The House of Medicine is a guild dedicated to professional medical treatment and education. Founded by Clan Ayzi, the House of Medicine operates out of the Skalamar University of Medicine. To graduate from Skalamar University is to become a member of the House of Medicine, which is a most prestigious title that often allows graduates to become personal physicians for lords all across Moghes. Even outside of Moghes, the House of Medicine has a clinic in Tau Ceti that will treat high-value Unathi at a hefty cost.&lt;br /&gt;
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==The Fishing League==&lt;br /&gt;
The largest aquaculture guild in the Untouched Lands, the Fishing League is a primarily Sk&#039;akh guild that follows the Aspect of the Fisherman. Although the Sk&#039;akh faith is often seen as higher-class, the Fishing League is one of the best places for worshippers of Sk&#039;akh in the lower classes to become notable - spiritually, and societally.&lt;br /&gt;
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==The Duelist&#039;s Guild==&lt;br /&gt;
A pillar of the Unathi’s tradition in dueling, the Duelists Guild has excelled in keeping healers, meal preppers, and entertainers staffed in their Arena Halls. The guildmembers of the Duelists Guild can range from being a professional Duelist themselves, to a simple cook that preps feasts before a big fight. Professional Duelists are an interesting aspect of Unathi culture - selling off their skills as a Warrior to a Noble or wealthy individual that’s planned a duel, and then fighting to win - or take the fall!&lt;br /&gt;
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Tournaments are held in the Arena Halls of cities often, having professional Duelists, popular Warriors, or upstart peasants looking to make a name for themselves come into dueling matches against each other. These tournaments do not often result in death, since they’re simply for enjoyment - however the possibility for a bloody accident is what draws in a crowd. &lt;br /&gt;
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The Duelists Guild has the honor of hosting the Zandaziite Games, and being the place where almost every single Zandi duelist began their legacy of action!&lt;br /&gt;
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Popular duels are often broadcast to public screens across a city, and even women and children find enjoyment in watching them.&lt;br /&gt;
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=Criminal Guilds=&lt;br /&gt;
Criminal Guilds are seedy, underbelly guilds often run by secretive clans of Unathi. Similar to human or tajaran ‘mafias’, these criminals have come together to operate outside the law. Notably, it’s known that these criminal guilds tend to recruit from the undesirable Guwan, using them as the major workforce of their organizations.&lt;br /&gt;
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In these underbelly Guilds, Guwandi are seen as a weapon of ritualistic - and honorable - assassination. When a member of the Guild goes against the Guild’s wishes, they are assumed to have taken the mantle of Guwandi, making them a target for other Guwandi that wish to restore their honor and ‘return to the guild’. This method has helped keep snitching on the Guilds to a minimum.&lt;br /&gt;
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==Shortclaw Clan==&lt;br /&gt;
The largest organization of thieves across the Untouched Lands, the Shortclaw Clan or Shortclaw Guild is infamous for having pulled off one of the most wide-scale thefts in Unathi history. In the year 2459, the Shortclaw Clan had every member, assumed to be in the thousands, all steal from thousands of clans across Moghes, Ouerea, and even some thefts being reported in Tau Ceti. This mass-theft is known as the &#039;&#039;&#039;Day of Gold&#039;&#039;&#039; by the Shortclaw, and the main focus was to steal ornamented weapons, armor, and jewelry from Nobles. &lt;br /&gt;
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Originally a small group of Guwan pickpockets in S&#039;th, the Shortclaw Clan has expanded its &#039;gang&#039; large enough to be considered a formidable organization - although a raggedy one. Ranging from small-time marketplace grabs to sneaking into Lord&#039;s halls and mansions, the life of a Shortclaw is extremely loose, with no home to tie you down. When moving from city to city, a Shortclaw can often find a fellow member by a single regular sign - either clipped claws, or a small wooden ring made to fit around the pinky.&lt;br /&gt;
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==The Shadow Service== &lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;The assassins of the Shadow are the claw at the end of a Noble&#039;s finger. Simply point, and they will honor their contract.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;The Shadow Service Headmaster.&#039;&#039;&lt;br /&gt;
[[File:Shadowservice.png|thumb|There are only whispers of scared Nobles - ones who know of the Shadow Service&#039;s &#039;services&#039;...]]&lt;br /&gt;
The Shadow Service is one of the larger underbelly guilds that does not use Guwan - instead, using hidden members of society or Guwandi who wish to regain their honor in a noble assassination duel. Utilizing a form of Unathi Breacher Suit, they are rumored to be capable of using active camouflage to be completely invisible. It is frowned upon by the Shadow Service to use this stealth capability for battle, and the enemy should always know they are being hunted by a member of the Shadow Service, and for what reason.&lt;br /&gt;
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The Shadow Service is one of the most gender-inclusive Guilds in Unathi society, with a perfect 50/50 split in men and women. As men harming women is seen as disrespectful, dishonorable, and downright terrible, the Shadow Service contracts women to kill women, and men to kill men. Depending on the situation required, the Shadow Service is said to send in a &#039;noble Assassin&#039; to complete the task. If the target is believed to be honorable, the assassin must act honorably - however if they have shown any signs of dishonorable act, they are open grounds for all out hunt. Acting honorably does not mean giving a fair fight, however - and many of these duels have been known to end in a single blow from the assassin.&lt;br /&gt;
&lt;br /&gt;
Publicly, &#039;assassins&#039; are known to exist - and tales of the Shadow Service circulate similar to the human &#039;Illuminati&#039; or the skrell &#039;Secret council&#039;. Peasants would have nothing to fear - with some even idolizing the stories of &#039;honorable assassins&#039; that enact righteous justice through heavy-handed, forced dueling. Richer noble clans would have a different view - one of fear, dangerous enough to warn their children about. It is said when a nobleman expects a visit from the Shadow, they will receive warning beforehand to allow the target to prepare to join the ancestors. When a woman is targeted by the Shadow Service, a female assassin will be sent instead. With killing women, they are held to a higher standard, and their body should be left &#039;presentable&#039; enough for a proper traditional Th&#039;akh funeral.&lt;br /&gt;
&lt;br /&gt;
The Shadow Service is expected to be one of the oldest non-politically aligned guilds on Moghes, believed to have existed 1500 years ago. Primarily thought to be Th&#039;akh, media has portrayed the Shadow Service as rampant blood-worshiping cultists. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=20141</id>
		<title>Template:Navbox Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=20141"/>
		<updated>2021-05-24T22:20:27Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: Fixes the link to the Izweski Nation page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;font-size: 13px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 45%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | [[:Category:Lore|&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Quick Navigation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Lore|Main Pages]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Background summary|New Player Lore Starter Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Lore|General]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Timeline]] · [[Languages]] · [[Interstellar Travel]] · [[Bluespace]] · [[Template:Aurora Starmap|Starmap]] · [[Deep Space]] · [[Education]] · [[Guide to Law]] · [[Guide to Citizenship]] · [[Cloning]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Corporations|Corporations]]&lt;br /&gt;
|  align=&amp;quot;center&amp;quot; nowrap| [[File:Nt-logo.jpeg|20px|link=]][[Nanotrasen Corporation]] · [[File:Hephaestuslogo4.png|20px|link=]][[Hephaestus Industries]] · [[File:II-teal.png|20px|link=]][[Idris Incorporated]] · [[File:ZH-lightpurple.png|20px|link=]][[Zeng-Hu Pharmaceuticals]] · [[File:EinsteinEngines2.png|20px|link=]][[Einstein Engines]] · [[File:Zavodskoi Interestellar.png|10px|link=]][[Zavodskoi Interstellar]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Human Factions]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;center&amp;quot; |[[File:Sol Alliance Flag.png|20px|link=]][[Sol Alliance]] · [[File:Republicofbieselflag.png|20px|link=]][[Republic of Biesel]] · [[File:Eridani Logo.png|20px|link=]][[Eridani_Federation|Eridani Corporate Federation]] · [[File:Frontier Alliance Flag.png|20px|link=]][[Coalition of Colonies]] · [[File:Elyra Flag.png|20px|link=]][[Republic_of_Elyra|Republic of Elyra]] · [[File:Dominia Flag.png|10px|link=]][[Empire_of_Dominia|Empire of Dominia]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Alien Factions]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;center&amp;quot; |[[File:Jargon flag.jpg|20px|link=]][[Skrell|Jargon Federation]] · [[File:Moghes porposal.png|20px|link=]][[Izweski Nation]] · [[File:PRA Flag.png|20px|link=]][[People&#039;s Republic of Adhomai]] · [[File:DiamondALA.png|20px|link=]][[Democratic People&#039;s Republic of Adhomai]] · [[File:New Kingdom of Adhomai.png|20px|link=]][[New Kingdom of Adhomai]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Planets and Systems|Important Locations]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starmap 3.1.png|upright=1|link=The Orion Spur|alt=|91px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[The Orion Spur| &#039;&#039;&#039;The Galaxy&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; · &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Biesel_planet.png|upright=1|link=Tau Ceti|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Tau Ceti| &#039;&#039;&#039;Tau Ceti&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; · &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Earth.jpg|upright=1|link=Sol|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Sol| &#039;&#039;&#039;Sol&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; · &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Moghes.png|upright=1|link=Uueoa-Esa|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Uueoa-Esa| &#039;&#039;&#039;Uueoa-Esa&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; · &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Adhomaiplanet.png|upright=1|link=Adhomai|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Adhomai| &#039;&#039;&#039;Adhomai&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; · &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Oran.png|upright=1|link=Oran|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Oran| &#039;&#039;&#039;Oran&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; · &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Xanu.png|upright=1|link=Xanu Prime|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Xanu Prime| &#039;&#039;&#039;Xanu Prime&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Background_summary|Races]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_skrell.png|upright=1|link=Skrell|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Skrell| &#039;&#039;&#039;Skrell&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; · &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_tajaran.png|upright=1|link=Tajara|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Tajara| &#039;&#039;&#039;Tajara&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; · &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_unathi.png|upright=1|link=Unathi|alt=|100px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Unathi| &#039;&#039;&#039;Unathi&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; · &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_dionae.png|upright=1|link=Dionae|alt=|50px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Dionae| &#039;&#039;&#039;Dionae&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; · &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_vaurca.png|upright=1|link=Vaurca|alt=|50px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Vaurca| &#039;&#039;&#039;Vaurca&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; · &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Ipc starter sane.png|upright=1|link=IPC|alt=|50px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[IPC| &#039;&#039;&#039;IPC&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; · &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_borg.png|upright=1|link=Synthetics|alt=|50px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:142%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Synthetics| &#039;&#039;&#039;Synths&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=20123</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=20123"/>
		<updated>2021-05-21T12:26:54Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Physical Appearance */ Old lore that got missed&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 Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
The Unathi (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 Nanotrasen 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 Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#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 fiercely 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;
&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;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&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 are also often born into one of four major scale color categories: red, black, orange-brown (&amp;quot;sand-colored&amp;quot;), and green. 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. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different.&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;
== Religion == &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 [[Unathi Religion#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 [[Unathi Religion#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 [[Unathi Religion#The Aut&#039;akh Heathens|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 [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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== Social ==&lt;br /&gt;
Unathi have a variety of behaviors and customs that other species would find odd and peculiar.&lt;br /&gt;
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=== Social Behavior 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;
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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;
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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;
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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;
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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;
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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;
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=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally-linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
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For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
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When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
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Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
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Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
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As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
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=== Language ===&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;
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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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== Society ==&lt;br /&gt;
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=== Moghean ===&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&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 arch over nearly all Unathi universally.&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 and regal.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&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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=== 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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Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
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=== Ouerean ===&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;
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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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=== The Zandiziite Games ===&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, 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-Hegemony 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 Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead 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 crises, 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 kind of major lifestyles In Izweski. 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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=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&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 oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&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 [[Unathi Religion|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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== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&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 [[Galactic Standard Time]]. 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;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. 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;Sarakas 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 Endevour, 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 Sarakas 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;2433&#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;2437 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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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition 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 NanoTrasen 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 Aurora station!&#039;&#039;&#039;&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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{{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>Haydizzle</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=19955</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=19955"/>
		<updated>2021-05-10T20:04:27Z</updated>

		<summary type="html">&lt;p&gt;Haydizzle: /* Biology */&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 Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
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{{toc_right}}&lt;br /&gt;
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== Overview == &lt;br /&gt;
The Unathi (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;
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[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
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Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the Sk&#039;akh Church and the Th&#039;akh Assembly, as well as the various [[Unathi Religion#Aut&#039;akh|communes]] and [[Unathi Religion#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;
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Moghes has two fiercely different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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== 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;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
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&#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;
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&#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;
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== 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;
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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;
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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;
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=== 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;
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Unathi are also often born into one of four major scale color categories: red, black, orange-brown (&amp;quot;sand-colored&amp;quot;), and green. 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. Alternative colors are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
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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;
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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 but can also lick their own eyeballs.&lt;br /&gt;
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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;
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[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
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== Religion == &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;
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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 [[Unathi Religion#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 [[Unathi Religion#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 [[Unathi Religion#The Aut&#039;akh Heathens|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 [[Unathi Religion#The Si&#039;akh Heresy|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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== Social ==&lt;br /&gt;
Unathi have a variety of behaviors and customs that other species would find odd and peculiar.&lt;br /&gt;
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=== Social Behavior 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;
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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;
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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;
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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;
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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;
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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;
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=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally-linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
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For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
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When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
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Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
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Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
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As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
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=== Language ===&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;
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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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== Society ==&lt;br /&gt;
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=== Moghean ===&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&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 arch over nearly all Unathi universally.&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 and regal.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for rural young Unathi.&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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=== 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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Outside of the Hegemony&#039;s influence, same-sex relationships are generally not condoned; survival is an important factor in the Wasteland and on budding colonies, so blocking out the means to reproduce and continue a clan&#039;s lineage is heavily frowned upon.&lt;br /&gt;
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=== Ouerean ===&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;
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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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=== The Zandiziite Games ===&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, 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-Hegemony 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 Nation ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, Fire, Burn thy Fear&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Izweski Ancestral Words, dating back more than 500 years&#039;&#039;&lt;br /&gt;
The Izweski Clan is lead 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 crises, 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 kind of major lifestyles In Izweski. 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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=== Hegemonic Colonies ===&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&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 oasis. &lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&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 [[Unathi Religion|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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== History ==&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&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 [[Galactic Standard Time]]. 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;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. 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;Sarakas 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 Endevour, 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 Sarakas 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;2433&#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;2437 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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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition 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 NanoTrasen 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 Aurora station!&#039;&#039;&#039;&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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		<author><name>Haydizzle</name></author>
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