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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=8604</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=8604"/>
		<updated>2018-04-04T10:07:28Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* A Second Guwan Decree: Emancipation of Oprhans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting in 2015, the lore team started the living lore project with a goal of making the lore feel alive and dynamic. The status quo of species were changed or reinforced through many story arcs presented through news articles. These storylines played out over many days and several had a direct impact on the station.&lt;br /&gt;
&lt;br /&gt;
A brief summary of the storyline for the [[Unathi]] is here.&lt;br /&gt;
&lt;br /&gt;
== Unathi Enter The Bluespace Age (2457)==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===The Amnesty Navy===&lt;br /&gt;
&#039;&#039;&#039;On June 2nd&#039;&#039;&#039; 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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
===Destruction of the Daedalus and Response===&lt;br /&gt;
&#039;&#039;&#039;On June 3rd&#039;&#039;&#039; 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;
&lt;br /&gt;
===The Douglas Gaffe===&lt;br /&gt;
&#039;&#039;&#039;On June 4th&#039;&#039;&#039; 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;
&lt;br /&gt;
===The Hegemony Demands Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On June 23rd&#039;&#039;&#039; 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 [[Skrell|Jargon Federation]] and [[Sol Alliance]] at the time, who originally ignored the demands. Jargon even warped four extra frigates in orbit of Ouerea to ensure the safety of its citizens on and around the planet.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On July 5th&#039;&#039;&#039; [https://forums.aurorastation.org/viewtopic.php?p=30097#p30097|the Unathi launched a surprise attack on a Skrell flotilla in orbit of Ouerea.] With the element of suprise a Unathi ship managed to ram a Skrell cruiser before they returned fire. After a brief skirmish the Skrell retreated while the Unathi lost 12 ships and captured a Skrellian vessel. The Skrell assembled for crisis talks, but a response was slow to form due to a [[Dionae]] leading the response.&lt;br /&gt;
&lt;br /&gt;
===Ouerea Rejoins The Hegemony===&lt;br /&gt;
&#039;&#039;&#039;On July 7th&#039;&#039;&#039; 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;
&lt;br /&gt;
&#039;&#039;&#039;On July 12th&#039;&#039;&#039; Jargon ceded the planet in exchange for all Skrell prisoners being returned, also not wanting to lose valuable lives and resources to defend Ouerea. The Jargon Federation also cut all ties with the Unathi, taking on a dismissive and cold stance to the Hegemony that would not be repaired until the eventual ascension of Not&#039;Zar Izweski.&lt;br /&gt;
&lt;br /&gt;
[[Hephaestus Industries]] was 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;
&lt;br /&gt;
== The Cataclysm (2458)==&lt;br /&gt;
&lt;br /&gt;
===Sabotage on the Maiden Voyage===&lt;br /&gt;
&lt;br /&gt;
===War Against The Frontier===&lt;br /&gt;
&lt;br /&gt;
=== Victory and Re-Launch ===&lt;br /&gt;
&lt;br /&gt;
== The Succession Crisis (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Death of Heir Yakt: Rise of S&#039;linzar ===&lt;br /&gt;
&lt;br /&gt;
=== Defeat of S&#039;linzar: Rise of Not&#039;Zar ===&lt;br /&gt;
&lt;br /&gt;
== The Rise Of the Iron Masks (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Defending From the Cult Menace ===&lt;br /&gt;
&lt;br /&gt;
=== The Failed Holy Coup ===&lt;br /&gt;
&lt;br /&gt;
== Arrival Of The Vaurca (2459)==&lt;br /&gt;
&lt;br /&gt;
=== The Fief of Tret ===&lt;br /&gt;
&lt;br /&gt;
== The Hegemonic Assembly (2459)==&lt;br /&gt;
&lt;br /&gt;
=== Conquer or Rebuild? ===&lt;br /&gt;
&lt;br /&gt;
=== We Will Conquer (The Wasteland) ===&lt;br /&gt;
&lt;br /&gt;
== A Changing Moghes (2459)==&lt;br /&gt;
&lt;br /&gt;
=== The Guwan Decree ===&lt;br /&gt;
&lt;br /&gt;
=== It Rains! ===&lt;br /&gt;
&lt;br /&gt;
=== The Launch of The HMV Catastrophe ===&lt;br /&gt;
&lt;br /&gt;
=== Ickza Strike Back: Army Goes On Strike ===&lt;br /&gt;
&lt;br /&gt;
=== Not&#039;zar&#039;s Vaurca Legion ===&lt;br /&gt;
&lt;br /&gt;
=== A Second Guwan Decree: Emancipation of Orphans ===&lt;br /&gt;
&lt;br /&gt;
== The Twilight Of The Hegemony (2460) ==&lt;br /&gt;
&lt;br /&gt;
=== Rumbles in Ouerea ===&lt;br /&gt;
&lt;br /&gt;
=== Izweski Clansman Kidnapped ===&lt;br /&gt;
&lt;br /&gt;
=== A Central Military: First Generation of Imperial Cadets ===&lt;br /&gt;
&lt;br /&gt;
=== Tension on Ouerea ===&lt;br /&gt;
&lt;br /&gt;
=== The Ouerean Revolution Will Not Be Televised ===&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=8603</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=8603"/>
		<updated>2018-04-04T10:01:12Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* The Hegemony Demands Ouerea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting in 2015, the lore team started the living lore project with a goal of making the lore feel alive and dynamic. The status quo of species were changed or reinforced through many story arcs presented through news articles. These storylines played out over many days and several had a direct impact on the station.&lt;br /&gt;
&lt;br /&gt;
A brief summary of the storyline for the [[Unathi]] is here.&lt;br /&gt;
&lt;br /&gt;
== Unathi Enter The Bluespace Age (2457)==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===The Amnesty Navy===&lt;br /&gt;
&#039;&#039;&#039;On June 2nd&#039;&#039;&#039; 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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
===Destruction of the Daedalus and Response===&lt;br /&gt;
&#039;&#039;&#039;On June 3rd&#039;&#039;&#039; 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;
&lt;br /&gt;
===The Douglas Gaffe===&lt;br /&gt;
&#039;&#039;&#039;On June 4th&#039;&#039;&#039; 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;
&lt;br /&gt;
===The Hegemony Demands Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On June 23rd&#039;&#039;&#039; 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 [[Skrell|Jargon Federation]] and [[Sol Alliance]] at the time, who originally ignored the demands. Jargon even warped four extra frigates in orbit of Ouerea to ensure the safety of its citizens on and around the planet.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On July 5th&#039;&#039;&#039; [https://forums.aurorastation.org/viewtopic.php?p=30097#p30097|the Unathi launched a surprise attack on a Skrell flotilla in orbit of Ouerea.] With the element of suprise a Unathi ship managed to ram a Skrell cruiser before they returned fire. After a brief skirmish the Skrell retreated while the Unathi lost 12 ships and captured a Skrellian vessel. The Skrell assembled for crisis talks, but a response was slow to form due to a [[Dionae]] leading the response.&lt;br /&gt;
&lt;br /&gt;
===Ouerea Rejoins The Hegemony===&lt;br /&gt;
&#039;&#039;&#039;On July 7th&#039;&#039;&#039; 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;
&lt;br /&gt;
&#039;&#039;&#039;On July 12th&#039;&#039;&#039; Jargon ceded the planet in exchange for all Skrell prisoners being returned, also not wanting to lose valuable lives and resources to defend Ouerea. The Jargon Federation also cut all ties with the Unathi, taking on a dismissive and cold stance to the Hegemony that would not be repaired until the eventual ascension of Not&#039;Zar Izweski.&lt;br /&gt;
&lt;br /&gt;
[[Hephaestus Industries]] was 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;
&lt;br /&gt;
== The Cataclysm (2458)==&lt;br /&gt;
&lt;br /&gt;
===Sabotage on the Maiden Voyage===&lt;br /&gt;
&lt;br /&gt;
===War Against The Frontier===&lt;br /&gt;
&lt;br /&gt;
=== Victory and Re-Launch ===&lt;br /&gt;
&lt;br /&gt;
== The Succession Crisis (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Death of Heir Yakt: Rise of S&#039;linzar ===&lt;br /&gt;
&lt;br /&gt;
=== Defeat of S&#039;linzar: Rise of Not&#039;Zar ===&lt;br /&gt;
&lt;br /&gt;
== The Rise Of the Iron Masks (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Defending From the Cult Menace ===&lt;br /&gt;
&lt;br /&gt;
=== The Failed Holy Coup ===&lt;br /&gt;
&lt;br /&gt;
== Arrival Of The Vaurca (2459)==&lt;br /&gt;
&lt;br /&gt;
=== The Fief of Tret ===&lt;br /&gt;
&lt;br /&gt;
== The Hegemonic Assembly (2459)==&lt;br /&gt;
&lt;br /&gt;
=== Conquer or Rebuild? ===&lt;br /&gt;
&lt;br /&gt;
=== We Will Conquer (The Wasteland) ===&lt;br /&gt;
&lt;br /&gt;
== A Changing Moghes (2459)==&lt;br /&gt;
&lt;br /&gt;
=== The Guwan Decree ===&lt;br /&gt;
&lt;br /&gt;
=== It Rains! ===&lt;br /&gt;
&lt;br /&gt;
=== The Launch of The HMV Catastrophe ===&lt;br /&gt;
&lt;br /&gt;
=== Ickza Strike Back: Army Goes On Strike ===&lt;br /&gt;
&lt;br /&gt;
=== Not&#039;zar&#039;s Vaurca Legion ===&lt;br /&gt;
&lt;br /&gt;
=== A Second Guwan Decree: Emancipation of Oprhans ===&lt;br /&gt;
&lt;br /&gt;
== The Twilight Of The Hegemony (2460) ==&lt;br /&gt;
&lt;br /&gt;
=== Rumbles in Ouerea ===&lt;br /&gt;
&lt;br /&gt;
=== Izweski Clansman Kidnapped ===&lt;br /&gt;
&lt;br /&gt;
=== A Central Military: First Generation of Imperial Cadets ===&lt;br /&gt;
&lt;br /&gt;
=== Tension on Ouerea ===&lt;br /&gt;
&lt;br /&gt;
=== The Ouerean Revolution Will Not Be Televised ===&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=8601</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=8601"/>
		<updated>2018-04-03T22:03:45Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* The Growing Twilight Of The Hegemony (2460) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting in 2015, the lore team started the living lore project with a goal of making the lore feel alive and dynamic. The status quo of species were changed or reinforced through many story arcs presented through news articles. These storylines played out over many days and several had a direct impact on the station.&lt;br /&gt;
&lt;br /&gt;
A brief summary of the storyline for the [[Unathi]] is here.&lt;br /&gt;
&lt;br /&gt;
== Unathi Enter The Bluespace Age (2457)==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===The Amnesty Navy===&lt;br /&gt;
&#039;&#039;&#039;On June 2nd&#039;&#039;&#039; 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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
===Destruction of the Daedalus and Response===&lt;br /&gt;
&#039;&#039;&#039;On June 3rd&#039;&#039;&#039; 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;
&lt;br /&gt;
===The Douglas Gaffe===&lt;br /&gt;
&#039;&#039;&#039;On June 4th&#039;&#039;&#039; 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;
&lt;br /&gt;
===The Hegemony Demands Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On June 23rd&#039;&#039;&#039; 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 [[Skrell|Jargon Federation]] and [[Sol Alliance]] at the time, who originally ignored the demands. Jargon even warped four extra frigates in orbit of Ouerea to ensure the safety of its citizens on and around the planet.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On July 5th&#039;&#039;&#039; [https://forums.aurorastation.org/viewtopic.php?p=30097#p30097|the Unathi launched a surprise attack on a Skrell flotilla in orbit of Ouerea.] With the element of suprise a Unathi ship managed to ram a Skrell cruiser before they returned fire. After a brief skirmish the Skrell retreated while the Unathi lost 12 ships and captured a Skrellian vessel. The Skrell assembled for crisis talks, but a response was slow to form due to a [[Dionae]] leading the response.&lt;br /&gt;
&lt;br /&gt;
===Ouerea Rejoins The Hegemony===&lt;br /&gt;
&#039;&#039;&#039;On July 7th&#039;&#039;&#039; 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;
&lt;br /&gt;
&#039;&#039;&#039;On July 12th&#039;&#039;&#039; Jargon ceded the planet in exchange for all Skrell prisoners being returned, also not wanting to lose valuable lives and resources to defend Ouerea. The Jargon Federation also cut all ties with the Unathi, taking on a dismissive and cold stance to the Hegemony that would not be repaired until the eventual ascension of Not&#039;Zar Izweski.&lt;br /&gt;
&lt;br /&gt;
[[Hephaestus Industries]] was 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;
&lt;br /&gt;
== The Cataclysm (2458)==&lt;br /&gt;
&lt;br /&gt;
===Sabotage on the Maiden Voyage===&lt;br /&gt;
&lt;br /&gt;
===War Against The Frontier===&lt;br /&gt;
&lt;br /&gt;
=== Victory and Re-Launch ===&lt;br /&gt;
&lt;br /&gt;
== The Succession Crisis (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Death of Heir Yakt: Rise of S&#039;linzar ===&lt;br /&gt;
&lt;br /&gt;
=== Defeat of S&#039;linzar: Rise of Not&#039;Zar ===&lt;br /&gt;
&lt;br /&gt;
== The Rise Of the Iron Masks (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Defending From the Cult Menace ===&lt;br /&gt;
&lt;br /&gt;
=== The Failed Holy Coup ===&lt;br /&gt;
&lt;br /&gt;
== Arrival Of The Vaurca (2459)==&lt;br /&gt;
&lt;br /&gt;
=== The Fief of Tret ===&lt;br /&gt;
&lt;br /&gt;
== The Hegemonic Assembly (2459)==&lt;br /&gt;
&lt;br /&gt;
=== Conquer or Rebuild? ===&lt;br /&gt;
&lt;br /&gt;
=== We Will Conquer (The Wasteland) ===&lt;br /&gt;
&lt;br /&gt;
== A Changing Moghes (2459)==&lt;br /&gt;
&lt;br /&gt;
=== The Guwan Decree ===&lt;br /&gt;
&lt;br /&gt;
=== It Rains! ===&lt;br /&gt;
&lt;br /&gt;
=== The Launch of The HMV Catastrophe ===&lt;br /&gt;
&lt;br /&gt;
=== Ickza Strike Back: Army Goes On Strike ===&lt;br /&gt;
&lt;br /&gt;
=== Not&#039;zar&#039;s Vaurca Legion ===&lt;br /&gt;
&lt;br /&gt;
=== A Second Guwan Decree: Emancipation of Oprhans ===&lt;br /&gt;
&lt;br /&gt;
== The Twilight Of The Hegemony (2460) ==&lt;br /&gt;
&lt;br /&gt;
=== Rumbles in Ouerea ===&lt;br /&gt;
&lt;br /&gt;
=== Izweski Clansman Kidnapped ===&lt;br /&gt;
&lt;br /&gt;
=== A Central Military: First Generation of Imperial Cadets ===&lt;br /&gt;
&lt;br /&gt;
=== Tension on Ouerea ===&lt;br /&gt;
&lt;br /&gt;
=== The Ouerean Revolution Will Not Be Televised ===&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=8600</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=8600"/>
		<updated>2018-04-03T22:03:03Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting in 2015, the lore team started the living lore project with a goal of making the lore feel alive and dynamic. The status quo of species were changed or reinforced through many story arcs presented through news articles. These storylines played out over many days and several had a direct impact on the station.&lt;br /&gt;
&lt;br /&gt;
A brief summary of the storyline for the [[Unathi]] is here.&lt;br /&gt;
&lt;br /&gt;
== Unathi Enter The Bluespace Age (2457)==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===The Amnesty Navy===&lt;br /&gt;
&#039;&#039;&#039;On June 2nd&#039;&#039;&#039; 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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
===Destruction of the Daedalus and Response===&lt;br /&gt;
&#039;&#039;&#039;On June 3rd&#039;&#039;&#039; 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;
&lt;br /&gt;
===The Douglas Gaffe===&lt;br /&gt;
&#039;&#039;&#039;On June 4th&#039;&#039;&#039; 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;
&lt;br /&gt;
===The Hegemony Demands Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On June 23rd&#039;&#039;&#039; 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 [[Skrell|Jargon Federation]] and [[Sol Alliance]] at the time, who originally ignored the demands. Jargon even warped four extra frigates in orbit of Ouerea to ensure the safety of its citizens on and around the planet.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On July 5th&#039;&#039;&#039; [https://forums.aurorastation.org/viewtopic.php?p=30097#p30097|the Unathi launched a surprise attack on a Skrell flotilla in orbit of Ouerea.] With the element of suprise a Unathi ship managed to ram a Skrell cruiser before they returned fire. After a brief skirmish the Skrell retreated while the Unathi lost 12 ships and captured a Skrellian vessel. The Skrell assembled for crisis talks, but a response was slow to form due to a [[Dionae]] leading the response.&lt;br /&gt;
&lt;br /&gt;
===Ouerea Rejoins The Hegemony===&lt;br /&gt;
&#039;&#039;&#039;On July 7th&#039;&#039;&#039; 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;
&lt;br /&gt;
&#039;&#039;&#039;On July 12th&#039;&#039;&#039; Jargon ceded the planet in exchange for all Skrell prisoners being returned, also not wanting to lose valuable lives and resources to defend Ouerea. The Jargon Federation also cut all ties with the Unathi, taking on a dismissive and cold stance to the Hegemony that would not be repaired until the eventual ascension of Not&#039;Zar Izweski.&lt;br /&gt;
&lt;br /&gt;
[[Hephaestus Industries]] was 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;
&lt;br /&gt;
== The Cataclysm (2458)==&lt;br /&gt;
&lt;br /&gt;
===Sabotage on the Maiden Voyage===&lt;br /&gt;
&lt;br /&gt;
===War Against The Frontier===&lt;br /&gt;
&lt;br /&gt;
=== Victory and Re-Launch ===&lt;br /&gt;
&lt;br /&gt;
== The Succession Crisis (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Death of Heir Yakt: Rise of S&#039;linzar ===&lt;br /&gt;
&lt;br /&gt;
=== Defeat of S&#039;linzar: Rise of Not&#039;Zar ===&lt;br /&gt;
&lt;br /&gt;
== The Rise Of the Iron Masks (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Defending From the Cult Menace ===&lt;br /&gt;
&lt;br /&gt;
=== The Failed Holy Coup ===&lt;br /&gt;
&lt;br /&gt;
== Arrival Of The Vaurca (2459)==&lt;br /&gt;
&lt;br /&gt;
=== The Fief of Tret ===&lt;br /&gt;
&lt;br /&gt;
== The Hegemonic Assembly (2459)==&lt;br /&gt;
&lt;br /&gt;
=== Conquer or Rebuild? ===&lt;br /&gt;
&lt;br /&gt;
=== We Will Conquer (The Wasteland) ===&lt;br /&gt;
&lt;br /&gt;
== A Changing Moghes (2459)==&lt;br /&gt;
&lt;br /&gt;
=== The Guwan Decree ===&lt;br /&gt;
&lt;br /&gt;
=== It Rains! ===&lt;br /&gt;
&lt;br /&gt;
=== The Launch of The HMV Catastrophe ===&lt;br /&gt;
&lt;br /&gt;
=== Ickza Strike Back: Army Goes On Strike ===&lt;br /&gt;
&lt;br /&gt;
=== Not&#039;zar&#039;s Vaurca Legion ===&lt;br /&gt;
&lt;br /&gt;
=== A Second Guwan Decree: Emancipation of Oprhans ===&lt;br /&gt;
&lt;br /&gt;
== The Growing Twilight Of The Hegemony (2460) ==&lt;br /&gt;
&lt;br /&gt;
=== Rumbles in Ouerea ===&lt;br /&gt;
&lt;br /&gt;
=== Izweski Clansman Kidnapped ===&lt;br /&gt;
&lt;br /&gt;
=== A Central Military: First Generation of Imperial Cadets ===&lt;br /&gt;
&lt;br /&gt;
=== Tension on Ouerea ===&lt;br /&gt;
&lt;br /&gt;
=== The Ouerean Revolution Will Not Be Televised ===&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=8573</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=8573"/>
		<updated>2018-04-02T00:51:25Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Mechanics */&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 = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Unathi 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, excluding the ones on the belly, armpits and groin. 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;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities unheard of on Moghes.&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;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&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;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, mice, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&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 affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&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.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty 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;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&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 an 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 ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouere are identical.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length.&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social 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 leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &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 friendship with them, but some Unathi are more permissive than others. 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;
For most Unathi being seen speaking to a Guwan 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;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, 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;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&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;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[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 2100&#039;s 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;
&lt;br /&gt;
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 their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which 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 Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&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 many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:MoghesCities.png|thumb|alt=Gun emplacements.|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere 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 Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more liberal than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in 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. More information can be found [[Unathi Religion|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.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. 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 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;
[[File:IzweskiFamily.png|thumb|The immediate members of the Royal Family.]]&lt;br /&gt;
&lt;br /&gt;
After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, Not&#039;Zar Izweski, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&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.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
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;
===Ouerean===&lt;br /&gt;
Ouerea was originally settled in 2438 and was intended to be the Hegemony&#039;s first planetary colony. 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 liberal 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 is struggling economically as it deals with reintegration into the Hegemony as well as a growing refugee crisis. The Izweski on Moghes have been attempting 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;
==== Ouerean Confederation ====&lt;br /&gt;
&lt;br /&gt;
The growing discontentment has erupted into a large-scale grassroots movement. Clans across Ouerea are coming together under the banner of the &#039;&#039;&#039;Confederation of Ouerea&#039;&#039;&#039;. This revolutionary movement is being actively suppressed by the alarmed aristocracy, but it is already coalescing into an organized front. The revolution is being lead by a &#039;&#039;&#039;War Council&#039;&#039;&#039; until the movement finally liberates Ouerea. There are currently only a handful Chiefs and clan-mothers representing all the clans that have joined the Confederation that seeks to oust the Izweski and establish a republic. The Grand Council works to resolve disputes and plan for the welfare of all the people. &lt;br /&gt;
&lt;br /&gt;
The goals of the Confederation is to bring to fruition:&lt;br /&gt;
&lt;br /&gt;
On the local level the Confederation will be ruled like a hybrid of human liberal democracy and Unathi Clanhood. Villages, towns, and cities have Mayors elected by popular vote for set terms. Several settlements combined into a polity form a Great Clan ruled by a male Chief elected out of the people. Above Great-Clans is the Grand Council ran by 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 actons 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 and Chiefs.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&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 Hegemony.&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 capitalism. 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 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 Unathi city to have a shuttleport 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;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally 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;
===The Guwan===&lt;br /&gt;
&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.&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;
Many Guwan 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, Guwan 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 that the guwan of 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 his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is 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;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&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 fufill 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 Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. 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. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8566</id>
		<title>Eridani Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8566"/>
		<updated>2018-03-30T22:33:51Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Eridanian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Corp410x320.png&lt;br /&gt;
 |System = Epsilon Eridani&lt;br /&gt;
 |World  = Oran&lt;br /&gt;
 |Language = Sol Common / Tradeband&lt;br /&gt;
 |Politic = Eridani Corporate Federation / Sol Alliance&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== &#039;&#039;&#039;General&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Eridani Logo.png|thumb|The logo of the Eridani Corporate Federation. It&#039;s motto is &amp;quot;For the Prosperity of all Eridanians&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Eridani, or the &#039;&#039;&#039;Eridani Corporate Federation&#039;&#039;&#039;, is a dystopic oligarchic republic in the Epsilon Eridani system dominated entirely by a council of mega-corporations that seek profit and expansion at any cost. It&#039;s capital is the planet of &#039;&#039;&#039;Oran&#039;&#039;&#039;, inside a sprawling corporate headquarters the size of a small city. It&#039;s citizens are called Eridanians.&lt;br /&gt;
&lt;br /&gt;
The primary languages are Sol Common and Tradeband for the upper class Corporates, and Gutter for the lower class Gangers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;2445 Census:&#039;&#039;&#039; 843,765,790&lt;br /&gt;
*&#039;&#039;&#039;2565 Est.:&#039;&#039;&#039; 845,947,357&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
&lt;br /&gt;
The average Eridanian look is:&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 120 - 200&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;5&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;2&amp;quot; - 5&#039;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For Corporates, black or dark brown hair. For Gangers, go nuts and try to look cyberpunk. Nearly any primary color.&lt;br /&gt;
&lt;br /&gt;
For Corporates, dark brown to black eyes. For Gangers, go nuts.&lt;br /&gt;
&lt;br /&gt;
==Planetary Overviews==&lt;br /&gt;
&lt;br /&gt;
===[[Akhet]] (&amp;amp;#949;Eri I)===&lt;br /&gt;
&lt;br /&gt;
Akhet is an Earth-sized oceanic world. It has limited infrastructure above the surface, but tens of kilometers below the tumultuous waves lie thousands of remote mining bases scattered about the shifting seafloor. Their purpose is almost universally the excavation and export of the various exotic elements located on the sea floor. Although this endeavor is highly lucrative, you wouldn’t know it from how the nearly two hundred million denizens of Akhet live. Most are packed like sardines into dank and aging facilities, constantly facing down incredible pressure and unpredictable seismic activity. The few who live topside, as it were, still contend with an unforgiving ocean and sweltering heat.&lt;br /&gt;
&lt;br /&gt;
===Oran (&amp;amp;#949;Eri II)===&lt;br /&gt;
&lt;br /&gt;
Oran, formerly known as Satet is slightly smaller than Earth and quite arid. Vast wastes of worn silicates and jutting crags cover the majority of its surface. Despite this, the planet is by far the most populous in the system. Its six hundred million residents are packed tightly into the thin coastal ribbons of green enabled by massive desalination plants. Over several centuries, these swaths of land were sculpted and seeded to form beautiful enclaves for those favored by the governing corporations, surrounded by small supporting communities. The recent decline of fusion power, however, forced a huge wave of migrants to Satet from Set and Nebthet. This shook the most essential foundations of Epsilon Eridani’s economy, and Satet was rapidly redefined as a modern consumerist society. The idyllic landscape of the past has given way to an endless sprawl of automated factories, housing complexes, holotheaters, and superstores. Though this change has brought with it considerable opportunities and a burgeoning middle class, the control of the megacorporations remains ironclad.&lt;br /&gt;
&lt;br /&gt;
===Amon (&amp;amp;#949;Eri III)===&lt;br /&gt;
&lt;br /&gt;
Amon’s weak magnetic field, freezing temperatures and fractional gravity have made it quite unattractive to colonists, and its lack of substantial mineral wealth only ensures that it remains unsettled. Far above its barren surface, however, drift Neith and Sais, its two moons. Despite being similarly inhospitable, both harbour sprawling military complexes and shipyards operated by various components of the Eridani Federal Navy. The atmospheres of Neith and Sais were stripped long ago by Epsilon Eridani’s powerful solar wind, and paired with their negligible magnetic fields that makes them convenient places to anchor the advanced sensor arrays that monitor the system’s interplanetary traffic. The orbit of Amon is such that the vast majority of Epsilon Eridani is visible from at least one of the two moons at any given time, and they correspond to detect the faint and ephemeral traces of bluespace travel. Tracking down smugglers and unceremoniously seizing their assets has proven to be a lucrative pastime for the Federal Navy. &lt;br /&gt;
&lt;br /&gt;
===Set and Nebthet(&amp;amp;#949;Eri IV &amp;amp; V)===&lt;br /&gt;
&lt;br /&gt;
Set and Nebthet are the twin ice giants that, until quite recently, provided the majority of Epsilon Eridani’s wealth. Both contain substantial reserves of the various isotope gasses required to initiate the fusion reactions that powered humanity’s galactic expansion until the advent of phoron power in the 2410s. It was for this reason that, in the latter half of the 22nd century, Einstein Engines constructed colossal gas harvesting platforms in the toxic atmospheres of the pair. In the scramble to adapt to new technologies, however, the platforms were rapidly abandoned. What remains are gargantuan shells, derelict superstructures sinking slowly into the cerulean clouds of the nearly identical words. Now their only residents are small communities of salvagers trying to claim any remotely serviceable devices before the giants are lost forever.&lt;br /&gt;
&lt;br /&gt;
== Politics == &lt;br /&gt;
&lt;br /&gt;
Eridani&#039;s status in the [[Sol Alliance]] is complex and esoteric, but that is by design. In favor of a constitution, Eridani holds the Alliance to a 303 page Terms and Conditions Treaty Regarding The Free Economic Zone of Epsilon Eridani. Very few politicians have actually read the entire text of the Terms and Conditions - not that it matters, that the Terms and Conditions can change at any time and for any reason.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;executive branch&#039;&#039;&#039; is ran by the &#039;&#039;&#039;Board of Five hosts&#039;&#039;&#039; five representatives from the largest megacorporations present in Epsilon Eridani. The distribution of these seats has been more or less constant for over a century (this is no surprise, as it takes a 4 to 1 vote to dismiss and replace a member); two are occupied by &#039;&#039;&#039;Einstein Engines&#039;&#039;&#039; and the remainder are held by &#039;&#039;&#039;Aeon Exploration&#039;&#039;&#039;, &#039;&#039;&#039;Zeng-Hu Pharmaceuticals&#039;&#039;&#039;, and &#039;&#039;&#039;Idris Incorporated&#039;&#039;&#039;. The second piece of the ECF is the Corporate Interests Board. Although the majority of the CI Board’s seats are allocated to the aforementioned four megacorporations&#039;&#039;&#039;, other interstellar businesses are also given some input. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;legislative branch&#039;&#039;&#039; is ran by the Corporate Interests Group. While it currently has 145 seats, that number changes regularly to reward or punish different members as necessary. This brings up an interesting point: the CI Board is not intended to function as a check on the Five. Instead, it extends the power of smaller subsidiaries and independent Eridani-local corporate power and deals with many of the everyday problems a state must contend with (taxation, regulation, etc.). All appointments and dismissals are handled by the Five, which also can superseded any of the lower board’s decisions. They rarely do so, however. Having a significant presence in the CI Board is financially advantageous, and the Five would very much like to keep it that way.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;judicial system&#039;&#039;&#039; of Epsilon Eri is quite easy to navigate if one has money, and exceedingly perilous if one does not. Most petty crimes are only punished by an escalating series of fines (though recidivist or especially heinous criminals may face harsher treatment). If a person is unable to pay their fine, which becomes increasingly costly with time, they can face what are effectively debtors prisons. Most often, the only avenue of escape provided to those who find themselves in these “correctional facilities” involves protracted work for the owning mega-corporation on Anket or (until recently) Set-Nebthet. Unsuprisingly, many lower class elements of society elect to simply flee the system, seeking refuge in [[Tau Ceti]] or out in the Frontier.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Military&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Navy (EFN) is unlike most of its contemporary counterparts. Most prominently, it acts both as the ECF’s army and as its police force. Secondarily, it is far from unified. Instead of being commanded directly by the ECF, its individual components are employed and operated by the members of the Board of Five, to the extent that each can afford it. When the Five’s interests aline, everything generally proceeds smoothly; riots are suppressed, smugglers are deterred, order is maintained. When they are at odds, however, the Federal Navy becomes another piece to be integrated into the megacorporations’ constant machinations.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Economics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Like the rest of the Sol Alliance, Eridani uses the Credit as its unit of currency. However many corporations within the system have historically paid many of its Ganger population in Federation Credits. These are effectively raffle tickets that can buy goods and services from their own corporate stockhouses, but are effectively useless anywhere else. This makes employees completely reliant on their employers paychecks and makes it nearly impossible to create any meaningful savings.&lt;br /&gt;
&lt;br /&gt;
Eridani has some of the sharpest economic gentrification than anywhere else in the Sol Alliance. Each inhabited planet boasts beautiful enclaves of preserved natural beauty inhabited by the wealthy, all surrounded by sprawling slums and industrial wastelands. The entire system is a fanatically consumerist society where the ruling mega-corporations have sunk their claws into every facet of life.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Societal&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 73.8% Eridanians (Colonial Central &amp;amp; West African)&lt;br /&gt;
* 23.3% Other (Humans of other heritage)&lt;br /&gt;
* 3.9% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
Eridani is a secular society with a variety of beliefs, but a majority of the elite are avowed athiests or agnostics who are more occupied with the pursuit of profit than heavenly rewards.&lt;br /&gt;
&lt;br /&gt;
=== Corporates and Gangers ===&lt;br /&gt;
Eridanians are split into two key groups: Corporates and Gangers. Whilst both groups serve a niche in Eridanian society Corporates tend to be by the book, plastic smiles and pearl toothed corporate workers, where as the Gangers tend to be neon haired, leather clad toughs who sport the latest in fashion and augs. &#039;&#039;&#039;It is fashionable for both groups to have bionic eye replacements and neural implants with which the Eridanians can use to interface with their work terminals and computer systems for both licit and illicit purposes in Eridani space.&#039;&#039;&#039; Sadly these interfaces do no exist in Biesel as of yet.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The average Eridanian look is:&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 120 - 200&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;5&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;2&amp;quot; - 5&#039;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For Corporates, black or dark brown hair. For Gangers, go nuts and try to look cyberpunk. Nearly any primary color.&lt;br /&gt;
&lt;br /&gt;
For Corporates, dark brown to black eyes. For Gangers, go nuts.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an Inner-System local government in charge of most of the system of Epsilon Eridani, about 10 Ly&#039;s from Sol. While a member of the Sol Alliance, the Eridani Federation has been granted a large degree of independence.  &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an extremely privatized state, currently residing in the  Eridani system and is a major supporter of NT through both trade and political support. An oddity arises from the fact that the military forces of the state are separate from the government, sometimes acting of their own volition, and enforcing the laws should the civil government fail to do so.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation began as a major colonization operation undertaken by a multitude of private corporations with the goal of exploiting several of planets strong resource deposits. The system was settled in 2105 and steadily built itself up over the next 250 years. The system managed to remain under the control of the corporations, even as the population swelled in the 2200&#039;s, and eventually the Sol Alliance officially granted the corporations, together, the right to govern the planets under their control. By the year 2257, a loose coalition of corporations was formed under the banner of the Eridani Corporate Conglomerate, which controlled colonies on Eridani 4, 5, and the moons of Eridani 4 and 7. Following a terrorist attack in 2361, which rendered  Eridani 4 uninhabitable, the Eridani Federation was formed from the politically and economically collapsed Conglomerate.&lt;br /&gt;
&lt;br /&gt;
The most descriptive factor of the Eridani Corporate Federation’s society is the economic divide that exists between the middle class and lower class. The middle and upper class enjoy relative safety and state support, while the lower class are relegated to the lower levels of the state’s cities, and are often despised by citizens living on the higher levels of the cities.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation favors an extremely open market approach, with state interference staying at a very low level. The state and military will only interfere when the minimal laws applied to free trade are broken, otherwise, the two forces governing the Eridani Corporate Federation provide the corporations and citizens with an extreme amount of freedom. This leaves the state’s economy greatly attached to the open market, and susceptible to the tides present.&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Military is a force largely removed from government control, a Board of High Commanders being in control of any and all actions undertaken by the Eridani Federal Military forces. This creates an odd relationship between the civil and military governments, one that can result in a lot of strain and potential conflict. The Board of Five are able to recommend actions to the High Commanders, however, the High Commanders are not required to adhere. However, due to the military’s own unwillingness to involve themselves in civil affairs, the High Commanders take little issue with listening to the Board of Five.&lt;br /&gt;
&lt;br /&gt;
A second oddity would be the autonomy provided to the Eridani Federal Military. The Eridani Federal Army can be held responsible for multiple assassinations and detentions of Eridani Federal Citizens suspected to be involved in anti-national activities. These actions can be carried out without approval from the civil government.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8565</id>
		<title>Eridani Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8565"/>
		<updated>2018-03-30T22:33:35Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Eridanian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Corp410x320.png&lt;br /&gt;
 |System = Epsilon Eridani&lt;br /&gt;
 |World  = Oran&lt;br /&gt;
 |Language = Sol Common / Tradeband&lt;br /&gt;
 |Politic = Eridani Corporate Federation / Sol Alliance&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== &#039;&#039;&#039;General&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Eridani Logo.png|thumb|The logo of the Eridani Corporate Federation. It&#039;s motto is &amp;quot;For the Prosperity of all Eridanians&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Eridani, or the &#039;&#039;&#039;Eridani Corporate Federation&#039;&#039;&#039;, is a dystopic oligarchic republic in the Epsilon Eridani system dominated entirely by a council of mega-corporations that seek profit and expansion at any cost. It&#039;s capital is the planet of &#039;&#039;&#039;Oran&#039;&#039;&#039;, inside a sprawling corporate headquarters the size of a small city. It&#039;s citizens are called Eridanians.&lt;br /&gt;
&lt;br /&gt;
The primary languages are Sol Common and Tradeband for the upper class Corporates, and Gutter for the lower class Gangers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;2445 Census:&#039;&#039;&#039; 843,765,790&lt;br /&gt;
*&#039;&#039;&#039;2565 Est.:&#039;&#039;&#039; 845,947,357&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
&lt;br /&gt;
The average Eridanian look is:&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 120 - 200&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;5&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;2&amp;quot; - 5&#039;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For Corporates, black or dark brown hair. For Gangers, go nuts and try to look cyberpunk. Nearly any primary color.&lt;br /&gt;
&lt;br /&gt;
For Corporates, dark brown to black eyes. For Gangers, go nuts.&lt;br /&gt;
&lt;br /&gt;
==Planetary Overviews==&lt;br /&gt;
&lt;br /&gt;
===[[Akhet]] (&amp;amp;#949;Eri I)===&lt;br /&gt;
&lt;br /&gt;
Akhet is an Earth-sized oceanic world. It has limited infrastructure above the surface, but tens of kilometers below the tumultuous waves lie thousands of remote mining bases scattered about the shifting seafloor. Their purpose is almost universally the excavation and export of the various exotic elements located on the sea floor. Although this endeavor is highly lucrative, you wouldn’t know it from how the nearly two hundred million denizens of Akhet live. Most are packed like sardines into dank and aging facilities, constantly facing down incredible pressure and unpredictable seismic activity. The few who live topside, as it were, still contend with an unforgiving ocean and sweltering heat.&lt;br /&gt;
&lt;br /&gt;
===Oran (&amp;amp;#949;Eri II)===&lt;br /&gt;
&lt;br /&gt;
Oran, formerly known as Satet is slightly smaller than Earth and quite arid. Vast wastes of worn silicates and jutting crags cover the majority of its surface. Despite this, the planet is by far the most populous in the system. Its six hundred million residents are packed tightly into the thin coastal ribbons of green enabled by massive desalination plants. Over several centuries, these swaths of land were sculpted and seeded to form beautiful enclaves for those favored by the governing corporations, surrounded by small supporting communities. The recent decline of fusion power, however, forced a huge wave of migrants to Satet from Set and Nebthet. This shook the most essential foundations of Epsilon Eridani’s economy, and Satet was rapidly redefined as a modern consumerist society. The idyllic landscape of the past has given way to an endless sprawl of automated factories, housing complexes, holotheaters, and superstores. Though this change has brought with it considerable opportunities and a burgeoning middle class, the control of the megacorporations remains ironclad.&lt;br /&gt;
&lt;br /&gt;
===Amon (&amp;amp;#949;Eri III)===&lt;br /&gt;
&lt;br /&gt;
Amon’s weak magnetic field, freezing temperatures and fractional gravity have made it quite unattractive to colonists, and its lack of substantial mineral wealth only ensures that it remains unsettled. Far above its barren surface, however, drift Neith and Sais, its two moons. Despite being similarly inhospitable, both harbour sprawling military complexes and shipyards operated by various components of the Eridani Federal Navy. The atmospheres of Neith and Sais were stripped long ago by Epsilon Eridani’s powerful solar wind, and paired with their negligible magnetic fields that makes them convenient places to anchor the advanced sensor arrays that monitor the system’s interplanetary traffic. The orbit of Amon is such that the vast majority of Epsilon Eridani is visible from at least one of the two moons at any given time, and they correspond to detect the faint and ephemeral traces of bluespace travel. Tracking down smugglers and unceremoniously seizing their assets has proven to be a lucrative pastime for the Federal Navy. &lt;br /&gt;
&lt;br /&gt;
===Set and Nebthet(&amp;amp;#949;Eri IV &amp;amp; V)===&lt;br /&gt;
&lt;br /&gt;
Set and Nebthet are the twin ice giants that, until quite recently, provided the majority of Epsilon Eridani’s wealth. Both contain substantial reserves of the various isotope gasses required to initiate the fusion reactions that powered humanity’s galactic expansion until the advent of phoron power in the 2410s. It was for this reason that, in the latter half of the 22nd century, Einstein Engines constructed colossal gas harvesting platforms in the toxic atmospheres of the pair. In the scramble to adapt to new technologies, however, the platforms were rapidly abandoned. What remains are gargantuan shells, derelict superstructures sinking slowly into the cerulean clouds of the nearly identical words. Now their only residents are small communities of salvagers trying to claim any remotely serviceable devices before the giants are lost forever.&lt;br /&gt;
&lt;br /&gt;
== Politics == &lt;br /&gt;
&lt;br /&gt;
Eridani&#039;s status in the [[Sol Alliance]] is complex and esoteric, but that is by design. In favor of a constitution, Eridani holds the Alliance to a 303 page Terms and Conditions Treaty Regarding The Free Economic Zone of Epsilon Eridani. Very few politicians have actually read the entire text of the Terms and Conditions - not that it matters, that the Terms and Conditions can change at any time and for any reason.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation (ECF) has two main components. The &#039;&#039;&#039;executive branch&#039;&#039;&#039; is ran by the &#039;&#039;&#039;Board of Five hosts&#039;&#039;&#039; five representatives from the largest megacorporations present in Epsilon Eridani. The distribution of these seats has been more or less constant for over a century (this is no surprise, as it takes a 4 to 1 vote to dismiss and replace a member); two are occupied by &#039;&#039;&#039;Einstein Engines&#039;&#039;&#039; and the remainder are held by &#039;&#039;&#039;Aeon Exploration&#039;&#039;&#039;, &#039;&#039;&#039;Zeng-Hu Pharmaceuticals&#039;&#039;&#039;, and &#039;&#039;&#039;Idris Incorporated&#039;&#039;&#039;. The second piece of the ECF is the Corporate Interests Board. Although the majority of the CI Board’s seats are allocated to the aforementioned four megacorporations&#039;&#039;&#039;, other interstellar businesses are also given some input. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;legislative branch&#039;&#039;&#039; is ran by the Corporate Interests Group. While it currently has 145 seats, that number changes regularly to reward or punish different members as necessary. This brings up an interesting point: the CI Board is not intended to function as a check on the Five. Instead, it extends the power of smaller subsidiaries and independent Eridani-local corporate power and deals with many of the everyday problems a state must contend with (taxation, regulation, etc.). All appointments and dismissals are handled by the Five, which also can superseded any of the lower board’s decisions. They rarely do so, however. Having a significant presence in the CI Board is financially advantageous, and the Five would very much like to keep it that way.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;judicial system&#039;&#039;&#039; of Epsilon Eri is quite easy to navigate if one has money, and exceedingly perilous if one does not. Most petty crimes are only punished by an escalating series of fines (though recidivist or especially heinous criminals may face harsher treatment). If a person is unable to pay their fine, which becomes increasingly costly with time, they can face what are effectively debtors prisons. Most often, the only avenue of escape provided to those who find themselves in these “correctional facilities” involves protracted work for the owning mega-corporation on Anket or (until recently) Set-Nebthet. Unsuprisingly, many lower class elements of society elect to simply flee the system, seeking refuge in [[Tau Ceti]] or out in the Frontier.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Military&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Navy (EFN) is unlike most of its contemporary counterparts. Most prominently, it acts both as the ECF’s army and as its police force. Secondarily, it is far from unified. Instead of being commanded directly by the ECF, its individual components are employed and operated by the members of the Board of Five, to the extent that each can afford it. When the Five’s interests aline, everything generally proceeds smoothly; riots are suppressed, smugglers are deterred, order is maintained. When they are at odds, however, the Federal Navy becomes another piece to be integrated into the megacorporations’ constant machinations.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Economics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Like the rest of the Sol Alliance, Eridani uses the Credit as its unit of currency. However many corporations within the system have historically paid many of its Ganger population in Federation Credits. These are effectively raffle tickets that can buy goods and services from their own corporate stockhouses, but are effectively useless anywhere else. This makes employees completely reliant on their employers paychecks and makes it nearly impossible to create any meaningful savings.&lt;br /&gt;
&lt;br /&gt;
Eridani has some of the sharpest economic gentrification than anywhere else in the Sol Alliance. Each inhabited planet boasts beautiful enclaves of preserved natural beauty inhabited by the wealthy, all surrounded by sprawling slums and industrial wastelands. The entire system is a fanatically consumerist society where the ruling mega-corporations have sunk their claws into every facet of life.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Societal&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 73.8% Eridanians (Colonial Central &amp;amp; West African)&lt;br /&gt;
* 23.3% Other (Humans of other heritage)&lt;br /&gt;
* 3.9% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
Eridani is a secular society with a variety of beliefs, but a majority of the elite are avowed athiests or agnostics who are more occupied with the pursuit of profit than heavenly rewards.&lt;br /&gt;
&lt;br /&gt;
=== Corporates and Gangers ===&lt;br /&gt;
Eridanians are split into two key groups: Corporates and Gangers. Whilst both groups serve a niche in Eridanian society Corporates tend to be by the book, plastic smiles and pearl toothed corporate workers, where as the Gangers tend to be neon haired, leather clad toughs who sport the latest in fashion and augs. &#039;&#039;&#039;It is fashionable for both groups to have bionic eye replacements and neural implants with which the Eridanians can use to interface with their work terminals and computer systems for both licit and illicit purposes in Eridani space.&#039;&#039;&#039; Sadly these interfaces do no exist in Biesel as of yet.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The average Eridanian look is:&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 120 - 200&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;5&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;2&amp;quot; - 5&#039;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For Corporates, black or dark brown hair. For Gangers, go nuts and try to look cyberpunk. Nearly any primary color.&lt;br /&gt;
&lt;br /&gt;
For Corporates, dark brown to black eyes. For Gangers, go nuts.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an Inner-System local government in charge of most of the system of Epsilon Eridani, about 10 Ly&#039;s from Sol. While a member of the Sol Alliance, the Eridani Federation has been granted a large degree of independence.  &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an extremely privatized state, currently residing in the  Eridani system and is a major supporter of NT through both trade and political support. An oddity arises from the fact that the military forces of the state are separate from the government, sometimes acting of their own volition, and enforcing the laws should the civil government fail to do so.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation began as a major colonization operation undertaken by a multitude of private corporations with the goal of exploiting several of planets strong resource deposits. The system was settled in 2105 and steadily built itself up over the next 250 years. The system managed to remain under the control of the corporations, even as the population swelled in the 2200&#039;s, and eventually the Sol Alliance officially granted the corporations, together, the right to govern the planets under their control. By the year 2257, a loose coalition of corporations was formed under the banner of the Eridani Corporate Conglomerate, which controlled colonies on Eridani 4, 5, and the moons of Eridani 4 and 7. Following a terrorist attack in 2361, which rendered  Eridani 4 uninhabitable, the Eridani Federation was formed from the politically and economically collapsed Conglomerate.&lt;br /&gt;
&lt;br /&gt;
The most descriptive factor of the Eridani Corporate Federation’s society is the economic divide that exists between the middle class and lower class. The middle and upper class enjoy relative safety and state support, while the lower class are relegated to the lower levels of the state’s cities, and are often despised by citizens living on the higher levels of the cities.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation favors an extremely open market approach, with state interference staying at a very low level. The state and military will only interfere when the minimal laws applied to free trade are broken, otherwise, the two forces governing the Eridani Corporate Federation provide the corporations and citizens with an extreme amount of freedom. This leaves the state’s economy greatly attached to the open market, and susceptible to the tides present.&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Military is a force largely removed from government control, a Board of High Commanders being in control of any and all actions undertaken by the Eridani Federal Military forces. This creates an odd relationship between the civil and military governments, one that can result in a lot of strain and potential conflict. The Board of Five are able to recommend actions to the High Commanders, however, the High Commanders are not required to adhere. However, due to the military’s own unwillingness to involve themselves in civil affairs, the High Commanders take little issue with listening to the Board of Five.&lt;br /&gt;
&lt;br /&gt;
A second oddity would be the autonomy provided to the Eridani Federal Military. The Eridani Federal Army can be held responsible for multiple assassinations and detentions of Eridani Federal Citizens suspected to be involved in anti-national activities. These actions can be carried out without approval from the civil government.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8564</id>
		<title>Eridani Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8564"/>
		<updated>2018-03-30T22:26:39Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Eridanian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Corp410x320.png&lt;br /&gt;
 |System = Epsilon Eridani&lt;br /&gt;
 |World  = Oran&lt;br /&gt;
 |Language = Sol Common / Tradeband&lt;br /&gt;
 |Politic = Eridani Corporate Federation / Sol Alliance&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== &#039;&#039;&#039;General&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Eridani Logo.png|thumb|The logo of the Eridani Corporate Federation. It&#039;s motto is &amp;quot;For the Prosperity of all Eridanians&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Eridani, or the &#039;&#039;&#039;Eridani Corporate Federation&#039;&#039;&#039;, is a dystopic oligarchic republic in the Epsilon Eridani system dominated entirely by a council of mega-corporations that seek profit and expansion at any cost. It&#039;s capital is the planet of &#039;&#039;&#039;Oran&#039;&#039;&#039;, inside a sprawling corporate headquarters the size of a small city. It&#039;s citizens are called Eridanians.&lt;br /&gt;
&lt;br /&gt;
The primary languages are Sol Common and Tradeband for the upper class Corporates, and Gutter for the lower class Gangers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;2445 Census:&#039;&#039;&#039; 843,765,790&lt;br /&gt;
*&#039;&#039;&#039;2565 Est.:&#039;&#039;&#039; 845,947,357&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
&lt;br /&gt;
The average Eridanian look is:&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 120 - 200&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;5&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;2&amp;quot; - 5&#039;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For Corporates, black or dark brown hair. For Gangers, go nuts and try to look cyberpunk. Nearly any primary color.&lt;br /&gt;
&lt;br /&gt;
For Corporates, dark brown to black eyes. For Gangers, go nuts.&lt;br /&gt;
&lt;br /&gt;
==Planetary Overviews==&lt;br /&gt;
&lt;br /&gt;
===[[Akhet]] (&amp;amp;#949;Eri I)===&lt;br /&gt;
&lt;br /&gt;
Akhet is an Earth-sized oceanic world. It has limited infrastructure above the surface, but tens of kilometers below the tumultuous waves lie thousands of remote mining bases scattered about the shifting seafloor. Their purpose is almost universally the excavation and export of the various exotic elements located on the sea floor. Although this endeavor is highly lucrative, you wouldn’t know it from how the nearly two hundred million denizens of Akhet live. Most are packed like sardines into dank and aging facilities, constantly facing down incredible pressure and unpredictable seismic activity. The few who live topside, as it were, still contend with an unforgiving ocean and sweltering heat.&lt;br /&gt;
&lt;br /&gt;
===Oran (&amp;amp;#949;Eri II)===&lt;br /&gt;
&lt;br /&gt;
Oran, formerly known as Satet is slightly smaller than Earth and quite arid. Vast wastes of worn silicates and jutting crags cover the majority of its surface. Despite this, the planet is by far the most populous in the system. Its six hundred million residents are packed tightly into the thin coastal ribbons of green enabled by massive desalination plants. Over several centuries, these swaths of land were sculpted and seeded to form beautiful enclaves for those favored by the governing corporations, surrounded by small supporting communities. The recent decline of fusion power, however, forced a huge wave of migrants to Satet from Set and Nebthet. This shook the most essential foundations of Epsilon Eridani’s economy, and Satet was rapidly redefined as a modern consumerist society. The idyllic landscape of the past has given way to an endless sprawl of automated factories, housing complexes, holotheaters, and superstores. Though this change has brought with it considerable opportunities and a burgeoning middle class, the control of the megacorporations remains ironclad.&lt;br /&gt;
&lt;br /&gt;
===Amon (&amp;amp;#949;Eri III)===&lt;br /&gt;
&lt;br /&gt;
Amon’s weak magnetic field, freezing temperatures and fractional gravity have made it quite unattractive to colonists, and its lack of substantial mineral wealth only ensures that it remains unsettled. Far above its barren surface, however, drift Neith and Sais, its two moons. Despite being similarly inhospitable, both harbour sprawling military complexes and shipyards operated by various components of the Eridani Federal Navy. The atmospheres of Neith and Sais were stripped long ago by Epsilon Eridani’s powerful solar wind, and paired with their negligible magnetic fields that makes them convenient places to anchor the advanced sensor arrays that monitor the system’s interplanetary traffic. The orbit of Amon is such that the vast majority of Epsilon Eridani is visible from at least one of the two moons at any given time, and they correspond to detect the faint and ephemeral traces of bluespace travel. Tracking down smugglers and unceremoniously seizing their assets has proven to be a lucrative pastime for the Federal Navy. &lt;br /&gt;
&lt;br /&gt;
===Set and Nebthet(&amp;amp;#949;Eri IV &amp;amp; V)===&lt;br /&gt;
&lt;br /&gt;
Set and Nebthet are the twin ice giants that, until quite recently, provided the majority of Epsilon Eridani’s wealth. Both contain substantial reserves of the various isotope gasses required to initiate the fusion reactions that powered humanity’s galactic expansion until the advent of phoron power in the 2410s. It was for this reason that, in the latter half of the 22nd century, Einstein Engines constructed colossal gas harvesting platforms in the toxic atmospheres of the pair. In the scramble to adapt to new technologies, however, the platforms were rapidly abandoned. What remains are gargantuan shells, derelict superstructures sinking slowly into the cerulean clouds of the nearly identical words. Now their only residents are small communities of salvagers trying to claim any remotely serviceable devices before the giants are lost forever.&lt;br /&gt;
&lt;br /&gt;
== Politics == &lt;br /&gt;
&lt;br /&gt;
Eridani&#039;s status in the [[Sol Alliance]] is complex and esoteric, but that is by design. In favor of a constitution, Eridani holds the Alliance to a 303 page Terms and Conditions Treaty Regarding The Free Economic Zone of Epsilon Eridani. Very few politicians have actually read the entire text of the Terms and Conditions - not that it matters, that the Terms and Conditions can change at any time and for any reason.&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation (ECF) has two main components. The &#039;&#039;&#039;executive branch&#039;&#039;&#039; is ran by the &#039;&#039;&#039;Board of Five hosts&#039;&#039;&#039; five representatives from the largest megacorporations present in Epsilon Eridani. The distribution of these seats has been more or less constant for over a century (this is no surprise, as it takes a 4 to 1 vote to dismiss and replace a member); two are occupied by &#039;&#039;&#039;Einstein Engines&#039;&#039;&#039; and the remainder are held by &#039;&#039;&#039;Aeon Exploration&#039;&#039;&#039;, &#039;&#039;&#039;Zeng-Hu Pharmaceuticals&#039;&#039;&#039;, and &#039;&#039;&#039;Idris Incorporated. The second piece of the ECF is the Corporate Interests Board. Although the majority of the CI Board’s seats are allocated to the aforementioned four megacorporations&#039;&#039;&#039;, other interstellar businesses are also given some input. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;legislative branch&#039;&#039;&#039; is ran by the Corporate Interests Group. While it currently has 145 seats, that number changes regularly to reward or punish different members as necessary. This brings up an interesting point: the CI Board is not intended to function as a check on the Five. Instead, it extends the power of smaller subsidiaries and independent Eridani-local corporate power and deals with many of the everyday problems a state must contend with (taxation, regulation, etc.). All appointments and dismissals are handled by the Five, which also can superseded any of the lower board’s decisions. They rarely do so, however. Having a significant presence in the CI Board is financially advantageous, and the Five would very much like to keep it that way.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;judicial system&#039;&#039;&#039; of Epsilon Eri is quite easy to navigate if one has money, and exceedingly perilous if one does not. Most petty crimes are only punished by an escalating series of fines (though recidivist or especially heinous criminals may face harsher treatment). If a person is unable to pay their fine, which becomes increasingly costly with time, they can face what are effectively debtors prisons. Most often, the only avenue of escape provided to those who find themselves in these “correctional facilities” involves protracted work for the owning mega-corporation on Anket or (until recently) Set-Nebthet. Unsuprisingly, many lower class elements of society elect to simply flee the system, seeking refuge in [[Tau Ceti]] or out in the Frontier.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Military&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Navy (EFN) is unlike most of its contemporary counterparts. Most prominently, it acts both as the ECF’s army and as its police force. Secondarily, it is far from unified. Instead of being commanded directly by the ECF, its individual components are employed and operated by the members of the Board of Five, to the extent that each can afford it. When the Five’s interests aline, everything generally proceeds smoothly; riots are suppressed, smugglers are deterred, order is maintained. When they are at odds, however, the Federal Navy becomes another piece to be integrated into the megacorporations’ constant machinations.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Economics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Like the rest of the Sol Alliance, Eridani uses the Credit as its unit of currency. However many corporations within the system have historically paid many of its Ganger population in Federation Credits. These are effectively raffle tickets that can buy goods and services from their own corporate stockhouses, but are effectively useless anywhere else. This makes employees completely reliant on their employers paychecks and makes it nearly impossible to create any meaningful savings.&lt;br /&gt;
&lt;br /&gt;
Eridani has some of the sharpest economic gentrification than anywhere else in the Sol Alliance. Each inhabited planet boasts beautiful enclaves of preserved natural beauty inhabited by the wealthy, all surrounded by sprawling slums and industrial wastelands. The entire system is a fanatically consumerist society where the ruling mega-corporations have sunk their claws into every facet of life.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Societal&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 73.8% Eridanians (Colonial Central &amp;amp; West African)&lt;br /&gt;
* 23.3% Other (Humans of other heritage)&lt;br /&gt;
* 3.9% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
Eridani is a secular society with a variety of beliefs, but a majority of the elite are avowed athiests or agnostics who are more occupied with the pursuit of profit than heavenly rewards.&lt;br /&gt;
&lt;br /&gt;
=== Corporates and Gangers ===&lt;br /&gt;
Eridanians are split into two key groups: Corporates and Gangers. Whilst both groups serve a niche in Eridanian society Corporates tend to be by the book, plastic smiles and pearl toothed corporate workers, where as the Gangers tend to be neon haired, leather clad toughs who sport the latest in fashion and augs. &#039;&#039;&#039;It is fashionable for both groups to have bionic eye replacements and neural implants with which the Eridanians can use to interface with their work terminals and computer systems for both licit and illicit purposes in Eridani space.&#039;&#039;&#039; Sadly these interfaces do no exist in Biesel as of yet.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The average Eridanian look is:&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 120 - 200&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;5&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;2&amp;quot; - 5&#039;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For Corporates, black or dark brown hair. For Gangers, go nuts and try to look cyberpunk. Nearly any primary color.&lt;br /&gt;
&lt;br /&gt;
For Corporates, dark brown to black eyes. For Gangers, go nuts.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an Inner-System local government in charge of most of the system of Epsilon Eridani, about 10 Ly&#039;s from Sol. While a member of the Sol Alliance, the Eridani Federation has been granted a large degree of independence.  &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an extremely privatized state, currently residing in the  Eridani system and is a major supporter of NT through both trade and political support. An oddity arises from the fact that the military forces of the state are separate from the government, sometimes acting of their own volition, and enforcing the laws should the civil government fail to do so.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation began as a major colonization operation undertaken by a multitude of private corporations with the goal of exploiting several of planets strong resource deposits. The system was settled in 2105 and steadily built itself up over the next 250 years. The system managed to remain under the control of the corporations, even as the population swelled in the 2200&#039;s, and eventually the Sol Alliance officially granted the corporations, together, the right to govern the planets under their control. By the year 2257, a loose coalition of corporations was formed under the banner of the Eridani Corporate Conglomerate, which controlled colonies on Eridani 4, 5, and the moons of Eridani 4 and 7. Following a terrorist attack in 2361, which rendered  Eridani 4 uninhabitable, the Eridani Federation was formed from the politically and economically collapsed Conglomerate.&lt;br /&gt;
&lt;br /&gt;
The most descriptive factor of the Eridani Corporate Federation’s society is the economic divide that exists between the middle class and lower class. The middle and upper class enjoy relative safety and state support, while the lower class are relegated to the lower levels of the state’s cities, and are often despised by citizens living on the higher levels of the cities.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation favors an extremely open market approach, with state interference staying at a very low level. The state and military will only interfere when the minimal laws applied to free trade are broken, otherwise, the two forces governing the Eridani Corporate Federation provide the corporations and citizens with an extreme amount of freedom. This leaves the state’s economy greatly attached to the open market, and susceptible to the tides present.&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Military is a force largely removed from government control, a Board of High Commanders being in control of any and all actions undertaken by the Eridani Federal Military forces. This creates an odd relationship between the civil and military governments, one that can result in a lot of strain and potential conflict. The Board of Five are able to recommend actions to the High Commanders, however, the High Commanders are not required to adhere. However, due to the military’s own unwillingness to involve themselves in civil affairs, the High Commanders take little issue with listening to the Board of Five.&lt;br /&gt;
&lt;br /&gt;
A second oddity would be the autonomy provided to the Eridani Federal Military. The Eridani Federal Army can be held responsible for multiple assassinations and detentions of Eridani Federal Citizens suspected to be involved in anti-national activities. These actions can be carried out without approval from the civil government.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8563</id>
		<title>Eridani Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8563"/>
		<updated>2018-03-30T22:25:46Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Eridanian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Corp410x320.png&lt;br /&gt;
 |System = Epsilon Eridani&lt;br /&gt;
 |World  = Oran&lt;br /&gt;
 |Language = Sol Common / Tradeband&lt;br /&gt;
 |Politic = Eridani Corporate Federation / Sol Alliance&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== &#039;&#039;&#039;General&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Eridani Logo.png|thumb|The logo of the Eridani Corporate Federation. It&#039;s motto is &amp;quot;For the Prosperity of all Eridanians&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Eridani, or the &#039;&#039;&#039;Eridani Corporate Federation&#039;&#039;&#039;, is a dystopic oligarchic republic in the Epsilon Eridani system dominated entirely by a council of mega-corporations that seek profit and expansion at any cost. It&#039;s capital is the planet of &#039;&#039;&#039;Oran&#039;&#039;&#039;, inside a sprawling corporate headquarters the size of a small city. It&#039;s citizens are called Eridanians.&lt;br /&gt;
&lt;br /&gt;
The primary languages are Sol Common and Tradeband for the upper class Corporates, and Gutter for the lower class Gangers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;2445 Census:&#039;&#039;&#039; 843,765,790&lt;br /&gt;
*&#039;&#039;&#039;2565 Est.:&#039;&#039;&#039; 845,947,357&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
&lt;br /&gt;
The average Eridanian look is:&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 120 - 200&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;5&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;2&amp;quot; - 5&#039;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For Corporates, black or dark brown hair. For Gangers, go nuts and try to look cyberpunk. Nearly any primary color.&lt;br /&gt;
&lt;br /&gt;
For Corporates, dark brown to black eyes. For Gangers, go nuts.&lt;br /&gt;
&lt;br /&gt;
==Planetary Overviews==&lt;br /&gt;
&lt;br /&gt;
===[[Akhet]] (&amp;amp;#949;Eri I)===&lt;br /&gt;
&lt;br /&gt;
Akhet is an Earth-sized oceanic world. It has limited infrastructure above the surface, but tens of kilometers below the tumultuous waves lie thousands of remote mining bases scattered about the shifting seafloor. Their purpose is almost universally the excavation and export of the various exotic elements located on the sea floor. Although this endeavor is highly lucrative, you wouldn’t know it from how the nearly two hundred million denizens of Akhet live. Most are packed like sardines into dank and aging facilities, constantly facing down incredible pressure and unpredictable seismic activity. The few who live topside, as it were, still contend with an unforgiving ocean and sweltering heat.&lt;br /&gt;
&lt;br /&gt;
===Oran (&amp;amp;#949;Eri II)===&lt;br /&gt;
&lt;br /&gt;
Oran, formerly known as Satet is slightly smaller than Earth and quite arid. Vast wastes of worn silicates and jutting crags cover the majority of its surface. Despite this, the planet is by far the most populous in the system. Its six hundred million residents are packed tightly into the thin coastal ribbons of green enabled by massive desalination plants. Over several centuries, these swaths of land were sculpted and seeded to form beautiful enclaves for those favored by the governing corporations, surrounded by small supporting communities. The recent decline of fusion power, however, forced a huge wave of migrants to Satet from Set and Nebthet. This shook the most essential foundations of Epsilon Eridani’s economy, and Satet was rapidly redefined as a modern consumerist society. The idyllic landscape of the past has given way to an endless sprawl of automated factories, housing complexes, holotheaters, and superstores. Though this change has brought with it considerable opportunities and a burgeoning middle class, the control of the megacorporations remains ironclad.&lt;br /&gt;
&lt;br /&gt;
===Amon (&amp;amp;#949;Eri III)===&lt;br /&gt;
&lt;br /&gt;
Amon’s weak magnetic field, freezing temperatures and fractional gravity have made it quite unattractive to colonists, and its lack of substantial mineral wealth only ensures that it remains unsettled. Far above its barren surface, however, drift Neith and Sais, its two moons. Despite being similarly inhospitable, both harbour sprawling military complexes and shipyards operated by various components of the Eridani Federal Navy. The atmospheres of Neith and Sais were stripped long ago by Epsilon Eridani’s powerful solar wind, and paired with their negligible magnetic fields that makes them convenient places to anchor the advanced sensor arrays that monitor the system’s interplanetary traffic. The orbit of Amon is such that the vast majority of Epsilon Eridani is visible from at least one of the two moons at any given time, and they correspond to detect the faint and ephemeral traces of bluespace travel. Tracking down smugglers and unceremoniously seizing their assets has proven to be a lucrative pastime for the Federal Navy. &lt;br /&gt;
&lt;br /&gt;
===Set and Nebthet(&amp;amp;#949;Eri IV &amp;amp; V)===&lt;br /&gt;
&lt;br /&gt;
Set and Nebthet are the twin ice giants that, until quite recently, provided the majority of Epsilon Eridani’s wealth. Both contain substantial reserves of the various isotope gasses required to initiate the fusion reactions that powered humanity’s galactic expansion until the advent of phoron power in the 2410s. It was for this reason that, in the latter half of the 22nd century, Einstein Engines constructed colossal gas harvesting platforms in the toxic atmospheres of the pair. In the scramble to adapt to new technologies, however, the platforms were rapidly abandoned. What remains are gargantuan shells, derelict superstructures sinking slowly into the cerulean clouds of the nearly identical words. Now their only residents are small communities of salvagers trying to claim any remotely serviceable devices before the giants are lost forever.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; == &lt;br /&gt;
&lt;br /&gt;
Eridani&#039;s status in the [[Sol Alliance]] is complex and esoteric, but that is by design. In favor of a constitution, Eridani holds the Alliance to a 303 page Terms and Conditions Treaty Regarding The Free Economic Zone of Epsilon Eridani. Very few politicians have actually read the entire text of the Terms and Conditions - not that it matters, that the Terms and Conditions can change at any time and for any reason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; Regulations Committee&lt;br /&gt;
*25 seats&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation (ECF) has two main components. The &#039;&#039;&#039;executive branch&#039;&#039;&#039; is ran by the &#039;&#039;&#039;Board of Five hosts&#039;&#039;&#039; five representatives from the largest megacorporations present in Epsilon Eridani. The distribution of these seats has been more or less constant for over a century (this is no surprise, as it takes a 4 to 1 vote to dismiss and replace a member); two are occupied by &#039;&#039;&#039;Einstein Engines&#039;&#039;&#039; and the remainder are held by &#039;&#039;&#039;Aeon Exploration&#039;&#039;&#039;, &#039;&#039;&#039;Zeng-Hu Pharmaceuticals&#039;&#039;&#039;, and &#039;&#039;&#039;Idris Incorporated. The second piece of the ECF is the Corporate Interests Board. Although the majority of the CI Board’s seats are allocated to the aforementioned four megacorporations&#039;&#039;&#039;, other interstellar businesses are also given some input. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;legislative branch&#039;&#039;&#039; is ran by the Corporate Interests Group. While it currently has 145 seats, that number changes regularly to reward or punish different members as necessary. This brings up an interesting point: the CI Board is not intended to function as a check on the Five. Instead, it extends the power of smaller subsidiaries and independent Eridani-local corporate power and deals with many of the everyday problems a state must contend with (taxation, regulation, etc.). All appointments and dismissals are handled by the Five, which also can superseded any of the lower board’s decisions. They rarely do so, however. Having a significant presence in the CI Board is financially advantageous, and the Five would very much like to keep it that way.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;judicial system&#039;&#039;&#039; of Epsilon Eri is quite easy to navigate if one has money, and exceedingly perilous if one does not. Most petty crimes are only punished by an escalating series of fines (though recidivist or especially heinous criminals may face harsher treatment). If a person is unable to pay their fine, which becomes increasingly costly with time, they can face what are effectively debtors prisons. Most often, the only avenue of escape provided to those who find themselves in these “correctional facilities” involves protracted work for the owning mega-corporation on Anket or (until recently) Set-Nebthet. Unsuprisingly, many lower class elements of society elect to simply flee the system, seeking refuge in [[Tau Ceti]] or out in the Frontier.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Military&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Navy (EFN) is unlike most of its contemporary counterparts. Most prominently, it acts both as the ECF’s army and as its police force. Secondarily, it is far from unified. Instead of being commanded directly by the ECF, its individual components are employed and operated by the members of the Board of Five, to the extent that each can afford it. When the Five’s interests aline, everything generally proceeds smoothly; riots are suppressed, smugglers are deterred, order is maintained. When they are at odds, however, the Federal Navy becomes another piece to be integrated into the megacorporations’ constant machinations.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Economics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Like the rest of the Sol Alliance, Eridani uses the Credit as its unit of currency. However many corporations within the system have historically paid many of its Ganger population in Federation Credits. These are effectively raffle tickets that can buy goods and services from their own corporate stockhouses, but are effectively useless anywhere else. This makes employees completely reliant on their employers paychecks and makes it nearly impossible to create any meaningful savings.&lt;br /&gt;
&lt;br /&gt;
Eridani has some of the sharpest economic gentrification than anywhere else in the Sol Alliance. Each inhabited planet boasts beautiful enclaves of preserved natural beauty inhabited by the wealthy, all surrounded by sprawling slums and industrial wastelands. The entire system is a fanatically consumerist society where the ruling mega-corporations have sunk their claws into every facet of life.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Societal&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 73.8% Eridanians (Colonial Central &amp;amp; West African)&lt;br /&gt;
* 23.3% Other (Humans of other heritage)&lt;br /&gt;
* 3.9% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
Eridani is a secular society with a variety of beliefs, but a majority of the elite are avowed athiests or agnostics who are more occupied with the pursuit of profit than heavenly rewards.&lt;br /&gt;
&lt;br /&gt;
=== Corporates and Gangers ===&lt;br /&gt;
Eridanians are split into two key groups: Corporates and Gangers. Whilst both groups serve a niche in Eridanian society Corporates tend to be by the book, plastic smiles and pearl toothed corporate workers, where as the Gangers tend to be neon haired, leather clad toughs who sport the latest in fashion and augs. &#039;&#039;&#039;It is fashionable for both groups to have bionic eye replacements and neural implants with which the Eridanians can use to interface with their work terminals and computer systems for both licit and illicit purposes in Eridani space.&#039;&#039;&#039; Sadly these interfaces do no exist in Biesel as of yet.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The average Eridanian look is:&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 120 - 200&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;5&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;2&amp;quot; - 5&#039;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For Corporates, black or dark brown hair. For Gangers, go nuts and try to look cyberpunk. Nearly any primary color.&lt;br /&gt;
&lt;br /&gt;
For Corporates, dark brown to black eyes. For Gangers, go nuts.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an Inner-System local government in charge of most of the system of Epsilon Eridani, about 10 Ly&#039;s from Sol. While a member of the Sol Alliance, the Eridani Federation has been granted a large degree of independence.  &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an extremely privatized state, currently residing in the  Eridani system and is a major supporter of NT through both trade and political support. An oddity arises from the fact that the military forces of the state are separate from the government, sometimes acting of their own volition, and enforcing the laws should the civil government fail to do so.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation began as a major colonization operation undertaken by a multitude of private corporations with the goal of exploiting several of planets strong resource deposits. The system was settled in 2105 and steadily built itself up over the next 250 years. The system managed to remain under the control of the corporations, even as the population swelled in the 2200&#039;s, and eventually the Sol Alliance officially granted the corporations, together, the right to govern the planets under their control. By the year 2257, a loose coalition of corporations was formed under the banner of the Eridani Corporate Conglomerate, which controlled colonies on Eridani 4, 5, and the moons of Eridani 4 and 7. Following a terrorist attack in 2361, which rendered  Eridani 4 uninhabitable, the Eridani Federation was formed from the politically and economically collapsed Conglomerate.&lt;br /&gt;
&lt;br /&gt;
The most descriptive factor of the Eridani Corporate Federation’s society is the economic divide that exists between the middle class and lower class. The middle and upper class enjoy relative safety and state support, while the lower class are relegated to the lower levels of the state’s cities, and are often despised by citizens living on the higher levels of the cities.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation favors an extremely open market approach, with state interference staying at a very low level. The state and military will only interfere when the minimal laws applied to free trade are broken, otherwise, the two forces governing the Eridani Corporate Federation provide the corporations and citizens with an extreme amount of freedom. This leaves the state’s economy greatly attached to the open market, and susceptible to the tides present.&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Military is a force largely removed from government control, a Board of High Commanders being in control of any and all actions undertaken by the Eridani Federal Military forces. This creates an odd relationship between the civil and military governments, one that can result in a lot of strain and potential conflict. The Board of Five are able to recommend actions to the High Commanders, however, the High Commanders are not required to adhere. However, due to the military’s own unwillingness to involve themselves in civil affairs, the High Commanders take little issue with listening to the Board of Five.&lt;br /&gt;
&lt;br /&gt;
A second oddity would be the autonomy provided to the Eridani Federal Military. The Eridani Federal Army can be held responsible for multiple assassinations and detentions of Eridani Federal Citizens suspected to be involved in anti-national activities. These actions can be carried out without approval from the civil government.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8562</id>
		<title>Eridani Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8562"/>
		<updated>2018-03-30T22:17:27Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Eridanian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Corp410x320.png&lt;br /&gt;
 |System = Epsilon Eridani&lt;br /&gt;
 |World  = Oran&lt;br /&gt;
 |Language = Sol Common / Tradeband&lt;br /&gt;
 |Politic = Eridani Corporate Federation / Sol Alliance&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== &#039;&#039;&#039;General&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Eridani Logo.png|thumb|The logo of the Eridani Corporate Federation. It&#039;s motto is &amp;quot;For the Prosperity of all Eridanians&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Eridani, or the &#039;&#039;&#039;Eridani Corporate Federation&#039;&#039;&#039;, is a dystopic oligarchic republic in the Epsilon Eridani system dominated entirely by a council of mega-corporations that seek profit and expansion at any cost. It&#039;s capital is the planet of &#039;&#039;&#039;Oran&#039;&#039;&#039;, inside a sprawling corporate headquarters the size of a small city. It&#039;s citizens are called Eridanians.&lt;br /&gt;
&lt;br /&gt;
The primary languages are Sol Common and Tradeband for the upper class Corporates, and Gutter for the lower class Gangers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;2445 Census:&#039;&#039;&#039; 843,765,790&lt;br /&gt;
*&#039;&#039;&#039;2565 Est.:&#039;&#039;&#039; 845,947,357&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
&lt;br /&gt;
The average Eridanian look is:&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 120 - 200&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;5&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;2&amp;quot; - 5&#039;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For Corporates, black or dark brown hair. For Gangers, go nuts and try to look cyberpunk. Nearly any primary color.&lt;br /&gt;
&lt;br /&gt;
For Corporates, dark brown to black eyes. For Gangers, go nuts.&lt;br /&gt;
&lt;br /&gt;
==Planetary Overviews==&lt;br /&gt;
&lt;br /&gt;
===[[Akhet]] (&amp;amp;#949;Eri I)===&lt;br /&gt;
&lt;br /&gt;
Akhet is an Earth-sized oceanic world. It has limited infrastructure above the surface, but tens of kilometers below the tumultuous waves lie thousands of remote mining bases scattered about the shifting seafloor. Their purpose is almost universally the excavation and export of the various exotic elements located on the sea floor. Although this endeavor is highly lucrative, you wouldn’t know it from how the nearly two hundred million denizens of Akhet live. Most are packed like sardines into dank and aging facilities, constantly facing down incredible pressure and unpredictable seismic activity. The few who live topside, as it were, still contend with an unforgiving ocean and sweltering heat.&lt;br /&gt;
&lt;br /&gt;
===Oran (&amp;amp;#949;Eri II)===&lt;br /&gt;
&lt;br /&gt;
Oran, formerly known as Satet is slightly smaller than Earth and quite arid. Vast wastes of worn silicates and jutting crags cover the majority of its surface. Despite this, the planet is by far the most populous in the system. Its six hundred million residents are packed tightly into the thin coastal ribbons of green enabled by massive desalination plants. Over several centuries, these swaths of land were sculpted and seeded to form beautiful enclaves for those favored by the governing corporations, surrounded by small supporting communities. The recent decline of fusion power, however, forced a huge wave of migrants to Satet from Set and Nebthet. This shook the most essential foundations of Epsilon Eridani’s economy, and Satet was rapidly redefined as a modern consumerist society. The idyllic landscape of the past has given way to an endless sprawl of automated factories, housing complexes, holotheaters, and superstores. Though this change has brought with it considerable opportunities and a burgeoning middle class, the control of the megacorporations remains ironclad.&lt;br /&gt;
&lt;br /&gt;
===Amon (&amp;amp;#949;Eri III)===&lt;br /&gt;
&lt;br /&gt;
Amon’s weak magnetic field, freezing temperatures and fractional gravity have made it quite unattractive to colonists, and its lack of substantial mineral wealth only ensures that it remains unsettled. Far above its barren surface, however, drift Neith and Sais, its two moons. Despite being similarly inhospitable, both harbour sprawling military complexes and shipyards operated by various components of the Eridani Federal Navy. The atmospheres of Neith and Sais were stripped long ago by Epsilon Eridani’s powerful solar wind, and paired with their negligible magnetic fields that makes them convenient places to anchor the advanced sensor arrays that monitor the system’s interplanetary traffic. The orbit of Amon is such that the vast majority of Epsilon Eridani is visible from at least one of the two moons at any given time, and they correspond to detect the faint and ephemeral traces of bluespace travel. Tracking down smugglers and unceremoniously seizing their assets has proven to be a lucrative pastime for the Federal Navy. &lt;br /&gt;
&lt;br /&gt;
===Set and Nebthet(&amp;amp;#949;Eri IV &amp;amp; V)===&lt;br /&gt;
&lt;br /&gt;
Set and Nebthet are the twin ice giants that, until quite recently, provided the majority of Epsilon Eridani’s wealth. Both contain substantial reserves of the various isotope gasses required to initiate the fusion reactions that powered humanity’s galactic expansion until the advent of phoron power in the 2410s. It was for this reason that, in the latter half of the 22nd century, Einstein Engines constructed colossal gas harvesting platforms in the toxic atmospheres of the pair. In the scramble to adapt to new technologies, however, the platforms were rapidly abandoned. What remains are gargantuan shells, derelict superstructures sinking slowly into the cerulean clouds of the nearly identical words. Now their only residents are small communities of salvagers trying to claim any remotely serviceable devices before the giants are lost forever.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Member of [[Sol Alliance]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Semi-Autonomous Corporate-Representative Federal Republic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive:&#039;&#039;&#039; Board of Five&lt;br /&gt;
* 5 seats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legislature:&#039;&#039;&#039; Corporate Interests Group &lt;br /&gt;
*145 seats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; Regulations Committee&lt;br /&gt;
*25 seats&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation (ECF) has two main components. The Board of Five hosts five representatives from the largest megacorporations present in Epsilon Eridani. The distribution of these seats has been more or less constant for over a century (this is no surprise, as it takes a 4 to 1 vote to dismiss and replace a member); two are occupied by Einstein Engines and the remainder are held by Aeon Exploration, Zeng-Hu Pharmaceuticals, and Idris Incorporated. The second piece of the ECF is the Corporate Interests Board. Although the majority of the CI Board’s seats are allocated to the aforementioned four megacorporations, other interstellar businesses are also given some input. While it currently has 353 seats, that number changes regularly to reward or punish different members as necessary. This brings up an interesting point: the CI Board is not intended to function as a check on the Five. Instead, it extends their power and deals with many of the everyday problems a state must contend with (taxation, regulation, etc.). All appointments and dismissals are handled by the Five, which also can superseded any of the lower board’s decisions. They rarely do so, however. Having a significant presence in the CI Board is financially advantageous, and the Five would very much like to keep it that way.&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Navy (EFN) is unlike most of its contemporary counterparts. Most prominently, it acts both as the ECF’s army and as its police force. Secondarily, it is far from unified. Instead of being commanded directly by the ECF, its individual components are employed and operated by the members of the Board of Five, to the extent that each can afford it. When the Five’s interests aline, everything generally proceeds smoothly; riots are suppressed, smugglers are deterred, order is maintained. When they are at odds, however, the Federal Navy becomes another piece to be integrated into the megacorporations’ constant machinations.&lt;br /&gt;
&lt;br /&gt;
The judicial system of Epsilon Eri is quite easy to navigate if one has money, and exceedingly perilous if one does not. Most petty crimes are only punished by an escalating series of fines (though recidivistic or especially heinous criminals may face harsher treatment). If a person is unable to pay their fine, which becomes increasingly costly with time, they can face what are effectively debtors prisons. Most often, the only avenue of escape provided to those who find themselves in these “correctional facilities” involves protracted work for the owning megacorporation on Anket or (until recently) Set-Nebthet.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Military&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military strength:&#039;&#039;&#039; Medium, Mercenary Army; Medium Navy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Projection Ability:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Economics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Like the rest of the Sol Alliance, Eridani uses the Credit as its unit of currency. However many corporations within the system have historically paid many of its Ganger population in Federation Credits. These are effectively raffle tickets that can buy goods and services from their own corporate stockhouses, but are effectively useless anywhere else. This makes employees completely reliant on their employers paychecks and makes it nearly impossible to create any meaningful savings.&lt;br /&gt;
&lt;br /&gt;
Eridani has some of the sharpest economic gentrification than anywhere else in the Sol Alliance. Each inhabited planet boasts beautiful enclaves of preserved natural beauty inhabited by the wealthy, all surrounded by sprawling slums and industrial wastelands. The entire system is a fanatically consumerist society where the ruling mega-corporations have sunk their claws into every facet of life.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Societal&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 73.8% Eridanians (Colonial Central &amp;amp; West African)&lt;br /&gt;
* 23.3% Other (Humans of other heritage)&lt;br /&gt;
* 3.9% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
Eridani is a secular society with a variety of beliefs, but a majority of the elite are avowed athiests or agnostics who are more occupied with the pursuit of profit than heavenly rewards.&lt;br /&gt;
&lt;br /&gt;
=== Corporates and Gangers ===&lt;br /&gt;
Eridanians are split into two key groups: Corporates and Gangers. Whilst both groups serve a niche in Eridanian society Corporates tend to be by the book, plastic smiles and pearl toothed corporate workers, where as the Gangers tend to be neon haired, leather clad toughs who sport the latest in fashion and augs. &#039;&#039;&#039;It is fashionable for both groups to have bionic eye replacements and neural implants with which the Eridanians can use to interface with their work terminals and computer systems for both licit and illicit purposes in Eridani space.&#039;&#039;&#039; Sadly these interfaces do no exist in Biesel as of yet.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The average Eridanian look is:&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 120 - 200&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;5&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;2&amp;quot; - 5&#039;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For Corporates, black or dark brown hair. For Gangers, go nuts and try to look cyberpunk. Nearly any primary color.&lt;br /&gt;
&lt;br /&gt;
For Corporates, dark brown to black eyes. For Gangers, go nuts.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an Inner-System local government in charge of most of the system of Epsilon Eridani, about 10 Ly&#039;s from Sol. While a member of the Sol Alliance, the Eridani Federation has been granted a large degree of independence.  &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an extremely privatized state, currently residing in the  Eridani system and is a major supporter of NT through both trade and political support. An oddity arises from the fact that the military forces of the state are separate from the government, sometimes acting of their own volition, and enforcing the laws should the civil government fail to do so.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation began as a major colonization operation undertaken by a multitude of private corporations with the goal of exploiting several of planets strong resource deposits. The system was settled in 2105 and steadily built itself up over the next 250 years. The system managed to remain under the control of the corporations, even as the population swelled in the 2200&#039;s, and eventually the Sol Alliance officially granted the corporations, together, the right to govern the planets under their control. By the year 2257, a loose coalition of corporations was formed under the banner of the Eridani Corporate Conglomerate, which controlled colonies on Eridani 4, 5, and the moons of Eridani 4 and 7. Following a terrorist attack in 2361, which rendered  Eridani 4 uninhabitable, the Eridani Federation was formed from the politically and economically collapsed Conglomerate.&lt;br /&gt;
&lt;br /&gt;
The most descriptive factor of the Eridani Corporate Federation’s society is the economic divide that exists between the middle class and lower class. The middle and upper class enjoy relative safety and state support, while the lower class are relegated to the lower levels of the state’s cities, and are often despised by citizens living on the higher levels of the cities.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation favors an extremely open market approach, with state interference staying at a very low level. The state and military will only interfere when the minimal laws applied to free trade are broken, otherwise, the two forces governing the Eridani Corporate Federation provide the corporations and citizens with an extreme amount of freedom. This leaves the state’s economy greatly attached to the open market, and susceptible to the tides present.&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Military is a force largely removed from government control, a Board of High Commanders being in control of any and all actions undertaken by the Eridani Federal Military forces. This creates an odd relationship between the civil and military governments, one that can result in a lot of strain and potential conflict. The Board of Five are able to recommend actions to the High Commanders, however, the High Commanders are not required to adhere. However, due to the military’s own unwillingness to involve themselves in civil affairs, the High Commanders take little issue with listening to the Board of Five.&lt;br /&gt;
&lt;br /&gt;
A second oddity would be the autonomy provided to the Eridani Federal Military. The Eridani Federal Army can be held responsible for multiple assassinations and detentions of Eridani Federal Citizens suspected to be involved in anti-national activities. These actions can be carried out without approval from the civil government.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8561</id>
		<title>Eridani Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8561"/>
		<updated>2018-03-30T22:13:38Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Sub Races */ &amp;quot;sub races&amp;quot;? There&amp;#039;s only one race - humans.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Eridanian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Corp410x320.png&lt;br /&gt;
 |System = Epsilon Eridani&lt;br /&gt;
 |World  = Oran&lt;br /&gt;
 |Language = Sol Common / Tradeband&lt;br /&gt;
 |Politic = Eridani Corporate Federation / Sol Alliance&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== &#039;&#039;&#039;General&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Eridani Logo.png|thumb|The logo of the Eridani Corporate Federation.]]&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; The Eridani Corporate Federation (SC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;For the Prosperity of all Eridanians&amp;quot; (SC)  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039;Oran, Epsilon Eridani II&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Eridanian, Epsilonian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Sol Common, Tradeband&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;2445 Census:&#039;&#039;&#039; 843,765,790&lt;br /&gt;
*&#039;&#039;&#039;2565 Est.:&#039;&#039;&#039; 845,947,357&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Epsilon Eridani&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drives on the:&#039;&#039;&#039; Right&lt;br /&gt;
&lt;br /&gt;
==Planetary Overviews==&lt;br /&gt;
&lt;br /&gt;
===[[Akhet]] (&amp;amp;#949;Eri I)===&lt;br /&gt;
&lt;br /&gt;
Akhet is an Earth-sized oceanic world. It has limited infrastructure above the surface, but tens of kilometers below the tumultuous waves lie thousands of remote mining bases scattered about the shifting seafloor. Their purpose is almost universally the excavation and export of the various exotic elements located on the sea floor. Although this endeavor is highly lucrative, you wouldn’t know it from how the nearly two hundred million denizens of Akhet live. Most are packed like sardines into dank and aging facilities, constantly facing down incredible pressure and unpredictable seismic activity. The few who live topside, as it were, still contend with an unforgiving ocean and sweltering heat.&lt;br /&gt;
&lt;br /&gt;
===Oran (&amp;amp;#949;Eri II)===&lt;br /&gt;
&lt;br /&gt;
Oran, formerly known as Satet is slightly smaller than Earth and quite arid. Vast wastes of worn silicates and jutting crags cover the majority of its surface. Despite this, the planet is by far the most populous in the system. Its six hundred million residents are packed tightly into the thin coastal ribbons of green enabled by massive desalination plants. Over several centuries, these swaths of land were sculpted and seeded to form beautiful enclaves for those favored by the governing corporations, surrounded by small supporting communities. The recent decline of fusion power, however, forced a huge wave of migrants to Satet from Set and Nebthet. This shook the most essential foundations of Epsilon Eridani’s economy, and Satet was rapidly redefined as a modern consumerist society. The idyllic landscape of the past has given way to an endless sprawl of automated factories, housing complexes, holotheaters, and superstores. Though this change has brought with it considerable opportunities and a burgeoning middle class, the control of the megacorporations remains ironclad.&lt;br /&gt;
&lt;br /&gt;
===Amon (&amp;amp;#949;Eri III)===&lt;br /&gt;
&lt;br /&gt;
Amon’s weak magnetic field, freezing temperatures and fractional gravity have made it quite unattractive to colonists, and its lack of substantial mineral wealth only ensures that it remains unsettled. Far above its barren surface, however, drift Neith and Sais, its two moons. Despite being similarly inhospitable, both harbour sprawling military complexes and shipyards operated by various components of the Eridani Federal Navy. The atmospheres of Neith and Sais were stripped long ago by Epsilon Eridani’s powerful solar wind, and paired with their negligible magnetic fields that makes them convenient places to anchor the advanced sensor arrays that monitor the system’s interplanetary traffic. The orbit of Amon is such that the vast majority of Epsilon Eridani is visible from at least one of the two moons at any given time, and they correspond to detect the faint and ephemeral traces of bluespace travel. Tracking down smugglers and unceremoniously seizing their assets has proven to be a lucrative pastime for the Federal Navy. &lt;br /&gt;
&lt;br /&gt;
===Set and Nebthet(&amp;amp;#949;Eri IV &amp;amp; V)===&lt;br /&gt;
&lt;br /&gt;
Set and Nebthet are the twin ice giants that, until quite recently, provided the majority of Epsilon Eridani’s wealth. Both contain substantial reserves of the various isotope gasses required to initiate the fusion reactions that powered humanity’s galactic expansion until the advent of phoron power in the 2410s. It was for this reason that, in the latter half of the 22nd century, Einstein Engines constructed colossal gas harvesting platforms in the toxic atmospheres of the pair. In the scramble to adapt to new technologies, however, the platforms were rapidly abandoned. What remains are gargantuan shells, derelict superstructures sinking slowly into the cerulean clouds of the nearly identical words. Now their only residents are small communities of salvagers trying to claim any remotely serviceable devices before the giants are lost forever.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Member of [[Sol Alliance]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Semi-Autonomous Corporate-Representative Federal Republic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive:&#039;&#039;&#039; Board of Five&lt;br /&gt;
* 5 seats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legislature:&#039;&#039;&#039; Corporate Interests Group &lt;br /&gt;
*145 seats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; Regulations Committee&lt;br /&gt;
*25 seats&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation (ECF) has two main components. The Board of Five hosts five representatives from the largest megacorporations present in Epsilon Eridani. The distribution of these seats has been more or less constant for over a century (this is no surprise, as it takes a 4 to 1 vote to dismiss and replace a member); two are occupied by Einstein Engines and the remainder are held by Aeon Exploration, Zeng-Hu Pharmaceuticals, and Idris Incorporated. The second piece of the ECF is the Corporate Interests Board. Although the majority of the CI Board’s seats are allocated to the aforementioned four megacorporations, other interstellar businesses are also given some input. While it currently has 353 seats, that number changes regularly to reward or punish different members as necessary. This brings up an interesting point: the CI Board is not intended to function as a check on the Five. Instead, it extends their power and deals with many of the everyday problems a state must contend with (taxation, regulation, etc.). All appointments and dismissals are handled by the Five, which also can superseded any of the lower board’s decisions. They rarely do so, however. Having a significant presence in the CI Board is financially advantageous, and the Five would very much like to keep it that way.&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Navy (EFN) is unlike most of its contemporary counterparts. Most prominently, it acts both as the ECF’s army and as its police force. Secondarily, it is far from unified. Instead of being commanded directly by the ECF, its individual components are employed and operated by the members of the Board of Five, to the extent that each can afford it. When the Five’s interests aline, everything generally proceeds smoothly; riots are suppressed, smugglers are deterred, order is maintained. When they are at odds, however, the Federal Navy becomes another piece to be integrated into the megacorporations’ constant machinations.&lt;br /&gt;
&lt;br /&gt;
The judicial system of Epsilon Eri is quite easy to navigate if one has money, and exceedingly perilous if one does not. Most petty crimes are only punished by an escalating series of fines (though recidivistic or especially heinous criminals may face harsher treatment). If a person is unable to pay their fine, which becomes increasingly costly with time, they can face what are effectively debtors prisons. Most often, the only avenue of escape provided to those who find themselves in these “correctional facilities” involves protracted work for the owning megacorporation on Anket or (until recently) Set-Nebthet.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Military&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military strength:&#039;&#039;&#039; Medium, Mercenary Army; Medium Navy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Projection Ability:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Economics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Like the rest of the Sol Alliance, Eridani uses the Credit as its unit of currency. However many corporations within the system have historically paid many of its Ganger population in Federation Credits. These are effectively raffle tickets that can buy goods and services from their own corporate stockhouses, but are effectively useless anywhere else. This makes employees completely reliant on their employers paychecks and makes it nearly impossible to create any meaningful savings.&lt;br /&gt;
&lt;br /&gt;
Eridani has some of the sharpest economic gentrification than anywhere else in the Sol Alliance. Each inhabited planet boasts beautiful enclaves of preserved natural beauty inhabited by the wealthy, all surrounded by sprawling slums and industrial wastelands. The entire system is a fanatically consumerist society where the ruling mega-corporations have sunk their claws into every facet of life.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Societal&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 73.8% Eridanians (Colonial Central &amp;amp; West African)&lt;br /&gt;
* 23.3% Other (Humans of other heritage)&lt;br /&gt;
* 3.9% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
Eridani is a secular society with a variety of beliefs, but a majority of the elite are avowed athiests or agnostics who are more occupied with the pursuit of profit than heavenly rewards.&lt;br /&gt;
&lt;br /&gt;
=== Corporates and Gangers ===&lt;br /&gt;
Eridanians are split into two key groups: Corporates and Gangers. Whilst both groups serve a niche in Eridanian society Corporates tend to be by the book, plastic smiles and pearl toothed corporate workers, where as the Gangers tend to be neon haired, leather clad toughs who sport the latest in fashion and augs. &#039;&#039;&#039;It is fashionable for both groups to have bionic eye replacements and neural implants with which the Eridanians can use to interface with their work terminals and computer systems for both licit and illicit purposes in Eridani space.&#039;&#039;&#039; Sadly these interfaces do no exist in Biesel as of yet.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
The average Eridanian look is:&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 120 - 200&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;5&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;2&amp;quot; - 5&#039;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For Corporates, black or dark brown hair. For Gangers, go nuts and try to look cyberpunk. Nearly any primary color.&lt;br /&gt;
&lt;br /&gt;
For Corporates, dark brown to black eyes. For Gangers, go nuts.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an Inner-System local government in charge of most of the system of Epsilon Eridani, about 10 Ly&#039;s from Sol. While a member of the Sol Alliance, the Eridani Federation has been granted a large degree of independence.  &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an extremely privatized state, currently residing in the  Eridani system and is a major supporter of NT through both trade and political support. An oddity arises from the fact that the military forces of the state are separate from the government, sometimes acting of their own volition, and enforcing the laws should the civil government fail to do so.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation began as a major colonization operation undertaken by a multitude of private corporations with the goal of exploiting several of planets strong resource deposits. The system was settled in 2105 and steadily built itself up over the next 250 years. The system managed to remain under the control of the corporations, even as the population swelled in the 2200&#039;s, and eventually the Sol Alliance officially granted the corporations, together, the right to govern the planets under their control. By the year 2257, a loose coalition of corporations was formed under the banner of the Eridani Corporate Conglomerate, which controlled colonies on Eridani 4, 5, and the moons of Eridani 4 and 7. Following a terrorist attack in 2361, which rendered  Eridani 4 uninhabitable, the Eridani Federation was formed from the politically and economically collapsed Conglomerate.&lt;br /&gt;
&lt;br /&gt;
The most descriptive factor of the Eridani Corporate Federation’s society is the economic divide that exists between the middle class and lower class. The middle and upper class enjoy relative safety and state support, while the lower class are relegated to the lower levels of the state’s cities, and are often despised by citizens living on the higher levels of the cities.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation favors an extremely open market approach, with state interference staying at a very low level. The state and military will only interfere when the minimal laws applied to free trade are broken, otherwise, the two forces governing the Eridani Corporate Federation provide the corporations and citizens with an extreme amount of freedom. This leaves the state’s economy greatly attached to the open market, and susceptible to the tides present.&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Military is a force largely removed from government control, a Board of High Commanders being in control of any and all actions undertaken by the Eridani Federal Military forces. This creates an odd relationship between the civil and military governments, one that can result in a lot of strain and potential conflict. The Board of Five are able to recommend actions to the High Commanders, however, the High Commanders are not required to adhere. However, due to the military’s own unwillingness to involve themselves in civil affairs, the High Commanders take little issue with listening to the Board of Five.&lt;br /&gt;
&lt;br /&gt;
A second oddity would be the autonomy provided to the Eridani Federal Military. The Eridani Federal Army can be held responsible for multiple assassinations and detentions of Eridani Federal Citizens suspected to be involved in anti-national activities. These actions can be carried out without approval from the civil government.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8560</id>
		<title>Eridani Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8560"/>
		<updated>2018-03-30T22:11:25Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Societal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Eridanian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Corp410x320.png&lt;br /&gt;
 |System = Epsilon Eridani&lt;br /&gt;
 |World  = Oran&lt;br /&gt;
 |Language = Sol Common / Tradeband&lt;br /&gt;
 |Politic = Eridani Corporate Federation / Sol Alliance&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== &#039;&#039;&#039;General&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Eridani Logo.png|thumb|The logo of the Eridani Corporate Federation.]]&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; The Eridani Corporate Federation (SC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;For the Prosperity of all Eridanians&amp;quot; (SC)  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039;Oran, Epsilon Eridani II&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Eridanian, Epsilonian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Sol Common, Tradeband&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;2445 Census:&#039;&#039;&#039; 843,765,790&lt;br /&gt;
*&#039;&#039;&#039;2565 Est.:&#039;&#039;&#039; 845,947,357&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Epsilon Eridani&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drives on the:&#039;&#039;&#039; Right&lt;br /&gt;
&lt;br /&gt;
==Planetary Overviews==&lt;br /&gt;
&lt;br /&gt;
===[[Akhet]] (&amp;amp;#949;Eri I)===&lt;br /&gt;
&lt;br /&gt;
Akhet is an Earth-sized oceanic world. It has limited infrastructure above the surface, but tens of kilometers below the tumultuous waves lie thousands of remote mining bases scattered about the shifting seafloor. Their purpose is almost universally the excavation and export of the various exotic elements located on the sea floor. Although this endeavor is highly lucrative, you wouldn’t know it from how the nearly two hundred million denizens of Akhet live. Most are packed like sardines into dank and aging facilities, constantly facing down incredible pressure and unpredictable seismic activity. The few who live topside, as it were, still contend with an unforgiving ocean and sweltering heat.&lt;br /&gt;
&lt;br /&gt;
===Oran (&amp;amp;#949;Eri II)===&lt;br /&gt;
&lt;br /&gt;
Oran, formerly known as Satet is slightly smaller than Earth and quite arid. Vast wastes of worn silicates and jutting crags cover the majority of its surface. Despite this, the planet is by far the most populous in the system. Its six hundred million residents are packed tightly into the thin coastal ribbons of green enabled by massive desalination plants. Over several centuries, these swaths of land were sculpted and seeded to form beautiful enclaves for those favored by the governing corporations, surrounded by small supporting communities. The recent decline of fusion power, however, forced a huge wave of migrants to Satet from Set and Nebthet. This shook the most essential foundations of Epsilon Eridani’s economy, and Satet was rapidly redefined as a modern consumerist society. The idyllic landscape of the past has given way to an endless sprawl of automated factories, housing complexes, holotheaters, and superstores. Though this change has brought with it considerable opportunities and a burgeoning middle class, the control of the megacorporations remains ironclad.&lt;br /&gt;
&lt;br /&gt;
===Amon (&amp;amp;#949;Eri III)===&lt;br /&gt;
&lt;br /&gt;
Amon’s weak magnetic field, freezing temperatures and fractional gravity have made it quite unattractive to colonists, and its lack of substantial mineral wealth only ensures that it remains unsettled. Far above its barren surface, however, drift Neith and Sais, its two moons. Despite being similarly inhospitable, both harbour sprawling military complexes and shipyards operated by various components of the Eridani Federal Navy. The atmospheres of Neith and Sais were stripped long ago by Epsilon Eridani’s powerful solar wind, and paired with their negligible magnetic fields that makes them convenient places to anchor the advanced sensor arrays that monitor the system’s interplanetary traffic. The orbit of Amon is such that the vast majority of Epsilon Eridani is visible from at least one of the two moons at any given time, and they correspond to detect the faint and ephemeral traces of bluespace travel. Tracking down smugglers and unceremoniously seizing their assets has proven to be a lucrative pastime for the Federal Navy. &lt;br /&gt;
&lt;br /&gt;
===Set and Nebthet(&amp;amp;#949;Eri IV &amp;amp; V)===&lt;br /&gt;
&lt;br /&gt;
Set and Nebthet are the twin ice giants that, until quite recently, provided the majority of Epsilon Eridani’s wealth. Both contain substantial reserves of the various isotope gasses required to initiate the fusion reactions that powered humanity’s galactic expansion until the advent of phoron power in the 2410s. It was for this reason that, in the latter half of the 22nd century, Einstein Engines constructed colossal gas harvesting platforms in the toxic atmospheres of the pair. In the scramble to adapt to new technologies, however, the platforms were rapidly abandoned. What remains are gargantuan shells, derelict superstructures sinking slowly into the cerulean clouds of the nearly identical words. Now their only residents are small communities of salvagers trying to claim any remotely serviceable devices before the giants are lost forever.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Member of [[Sol Alliance]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Semi-Autonomous Corporate-Representative Federal Republic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive:&#039;&#039;&#039; Board of Five&lt;br /&gt;
* 5 seats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legislature:&#039;&#039;&#039; Corporate Interests Group &lt;br /&gt;
*145 seats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; Regulations Committee&lt;br /&gt;
*25 seats&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation (ECF) has two main components. The Board of Five hosts five representatives from the largest megacorporations present in Epsilon Eridani. The distribution of these seats has been more or less constant for over a century (this is no surprise, as it takes a 4 to 1 vote to dismiss and replace a member); two are occupied by Einstein Engines and the remainder are held by Aeon Exploration, Zeng-Hu Pharmaceuticals, and Idris Incorporated. The second piece of the ECF is the Corporate Interests Board. Although the majority of the CI Board’s seats are allocated to the aforementioned four megacorporations, other interstellar businesses are also given some input. While it currently has 353 seats, that number changes regularly to reward or punish different members as necessary. This brings up an interesting point: the CI Board is not intended to function as a check on the Five. Instead, it extends their power and deals with many of the everyday problems a state must contend with (taxation, regulation, etc.). All appointments and dismissals are handled by the Five, which also can superseded any of the lower board’s decisions. They rarely do so, however. Having a significant presence in the CI Board is financially advantageous, and the Five would very much like to keep it that way.&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Navy (EFN) is unlike most of its contemporary counterparts. Most prominently, it acts both as the ECF’s army and as its police force. Secondarily, it is far from unified. Instead of being commanded directly by the ECF, its individual components are employed and operated by the members of the Board of Five, to the extent that each can afford it. When the Five’s interests aline, everything generally proceeds smoothly; riots are suppressed, smugglers are deterred, order is maintained. When they are at odds, however, the Federal Navy becomes another piece to be integrated into the megacorporations’ constant machinations.&lt;br /&gt;
&lt;br /&gt;
The judicial system of Epsilon Eri is quite easy to navigate if one has money, and exceedingly perilous if one does not. Most petty crimes are only punished by an escalating series of fines (though recidivistic or especially heinous criminals may face harsher treatment). If a person is unable to pay their fine, which becomes increasingly costly with time, they can face what are effectively debtors prisons. Most often, the only avenue of escape provided to those who find themselves in these “correctional facilities” involves protracted work for the owning megacorporation on Anket or (until recently) Set-Nebthet.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Military&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military strength:&#039;&#039;&#039; Medium, Mercenary Army; Medium Navy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Projection Ability:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Economics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Like the rest of the Sol Alliance, Eridani uses the Credit as its unit of currency. However many corporations within the system have historically paid many of its Ganger population in Federation Credits. These are effectively raffle tickets that can buy goods and services from their own corporate stockhouses, but are effectively useless anywhere else. This makes employees completely reliant on their employers paychecks and makes it nearly impossible to create any meaningful savings.&lt;br /&gt;
&lt;br /&gt;
Eridani has some of the sharpest economic gentrification than anywhere else in the Sol Alliance. Each inhabited planet boasts beautiful enclaves of preserved natural beauty inhabited by the wealthy, all surrounded by sprawling slums and industrial wastelands. The entire system is a fanatically consumerist society where the ruling mega-corporations have sunk their claws into every facet of life.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Societal&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 73.8% Eridanians (Colonial Central &amp;amp; West African)&lt;br /&gt;
* 23.3% Other (Humans of other heritage)&lt;br /&gt;
* 3.9% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
Eridani is a secular society with a variety of beliefs, but a majority of the elite are avowed athiests or agnostics who are more occupied with the pursuit of profit than heavenly rewards.&lt;br /&gt;
&lt;br /&gt;
=== Corporates and Gangers ===&lt;br /&gt;
Eridanians are split into two key groups: Corporates and Gangers. Whilst both groups serve a niche in Eridanian society Corporates tend to be by the book, plastic smiles and pearl toothed corporate workers, where as the Gangers tend to be neon haired, leather clad toughs who sport the latest in fashion and augs. &#039;&#039;&#039;It is fashionable for both groups to have bionic eye replacements and neural implants with which the Eridanians can use to interface with their work terminals and computer systems for both licit and illicit purposes in Eridani space.&#039;&#039;&#039; Sadly these interfaces do no exist in Biesel as of yet.&lt;br /&gt;
&lt;br /&gt;
==Sub Races==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eridanian&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Eridanians make up the largest portion of the population. &#039;&#039;&#039;They are descended from colonials from Central &amp;amp; West Africa&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 120 - 200&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;5&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;2&amp;quot; - 5&#039;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Black or very dark brown hair&lt;br /&gt;
&lt;br /&gt;
Dark brown to black eyes&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an Inner-System local government in charge of most of the system of Epsilon Eridani, about 10 Ly&#039;s from Sol. While a member of the Sol Alliance, the Eridani Federation has been granted a large degree of independence.  &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an extremely privatized state, currently residing in the  Eridani system and is a major supporter of NT through both trade and political support. An oddity arises from the fact that the military forces of the state are separate from the government, sometimes acting of their own volition, and enforcing the laws should the civil government fail to do so.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation began as a major colonization operation undertaken by a multitude of private corporations with the goal of exploiting several of planets strong resource deposits. The system was settled in 2105 and steadily built itself up over the next 250 years. The system managed to remain under the control of the corporations, even as the population swelled in the 2200&#039;s, and eventually the Sol Alliance officially granted the corporations, together, the right to govern the planets under their control. By the year 2257, a loose coalition of corporations was formed under the banner of the Eridani Corporate Conglomerate, which controlled colonies on Eridani 4, 5, and the moons of Eridani 4 and 7. Following a terrorist attack in 2361, which rendered  Eridani 4 uninhabitable, the Eridani Federation was formed from the politically and economically collapsed Conglomerate.&lt;br /&gt;
&lt;br /&gt;
The most descriptive factor of the Eridani Corporate Federation’s society is the economic divide that exists between the middle class and lower class. The middle and upper class enjoy relative safety and state support, while the lower class are relegated to the lower levels of the state’s cities, and are often despised by citizens living on the higher levels of the cities.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation favors an extremely open market approach, with state interference staying at a very low level. The state and military will only interfere when the minimal laws applied to free trade are broken, otherwise, the two forces governing the Eridani Corporate Federation provide the corporations and citizens with an extreme amount of freedom. This leaves the state’s economy greatly attached to the open market, and susceptible to the tides present.&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Military is a force largely removed from government control, a Board of High Commanders being in control of any and all actions undertaken by the Eridani Federal Military forces. This creates an odd relationship between the civil and military governments, one that can result in a lot of strain and potential conflict. The Board of Five are able to recommend actions to the High Commanders, however, the High Commanders are not required to adhere. However, due to the military’s own unwillingness to involve themselves in civil affairs, the High Commanders take little issue with listening to the Board of Five.&lt;br /&gt;
&lt;br /&gt;
A second oddity would be the autonomy provided to the Eridani Federal Military. The Eridani Federal Army can be held responsible for multiple assassinations and detentions of Eridani Federal Citizens suspected to be involved in anti-national activities. These actions can be carried out without approval from the civil government.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8559</id>
		<title>Eridani Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Eridani_Federation&amp;diff=8559"/>
		<updated>2018-03-30T22:09:09Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Economics */ removed bulletpoints and GINI Coefficient with a blurb.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Eridanian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Corp410x320.png&lt;br /&gt;
 |System = Epsilon Eridani&lt;br /&gt;
 |World  = Oran&lt;br /&gt;
 |Language = Sol Common / Tradeband&lt;br /&gt;
 |Politic = Eridani Corporate Federation / Sol Alliance&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== &#039;&#039;&#039;General&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Eridani Logo.png|thumb|The logo of the Eridani Corporate Federation.]]&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; The Eridani Corporate Federation (SC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;For the Prosperity of all Eridanians&amp;quot; (SC)  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039;Oran, Epsilon Eridani II&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Eridanian, Epsilonian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Sol Common, Tradeband&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;2445 Census:&#039;&#039;&#039; 843,765,790&lt;br /&gt;
*&#039;&#039;&#039;2565 Est.:&#039;&#039;&#039; 845,947,357&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Epsilon Eridani&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drives on the:&#039;&#039;&#039; Right&lt;br /&gt;
&lt;br /&gt;
==Planetary Overviews==&lt;br /&gt;
&lt;br /&gt;
===[[Akhet]] (&amp;amp;#949;Eri I)===&lt;br /&gt;
&lt;br /&gt;
Akhet is an Earth-sized oceanic world. It has limited infrastructure above the surface, but tens of kilometers below the tumultuous waves lie thousands of remote mining bases scattered about the shifting seafloor. Their purpose is almost universally the excavation and export of the various exotic elements located on the sea floor. Although this endeavor is highly lucrative, you wouldn’t know it from how the nearly two hundred million denizens of Akhet live. Most are packed like sardines into dank and aging facilities, constantly facing down incredible pressure and unpredictable seismic activity. The few who live topside, as it were, still contend with an unforgiving ocean and sweltering heat.&lt;br /&gt;
&lt;br /&gt;
===Oran (&amp;amp;#949;Eri II)===&lt;br /&gt;
&lt;br /&gt;
Oran, formerly known as Satet is slightly smaller than Earth and quite arid. Vast wastes of worn silicates and jutting crags cover the majority of its surface. Despite this, the planet is by far the most populous in the system. Its six hundred million residents are packed tightly into the thin coastal ribbons of green enabled by massive desalination plants. Over several centuries, these swaths of land were sculpted and seeded to form beautiful enclaves for those favored by the governing corporations, surrounded by small supporting communities. The recent decline of fusion power, however, forced a huge wave of migrants to Satet from Set and Nebthet. This shook the most essential foundations of Epsilon Eridani’s economy, and Satet was rapidly redefined as a modern consumerist society. The idyllic landscape of the past has given way to an endless sprawl of automated factories, housing complexes, holotheaters, and superstores. Though this change has brought with it considerable opportunities and a burgeoning middle class, the control of the megacorporations remains ironclad.&lt;br /&gt;
&lt;br /&gt;
===Amon (&amp;amp;#949;Eri III)===&lt;br /&gt;
&lt;br /&gt;
Amon’s weak magnetic field, freezing temperatures and fractional gravity have made it quite unattractive to colonists, and its lack of substantial mineral wealth only ensures that it remains unsettled. Far above its barren surface, however, drift Neith and Sais, its two moons. Despite being similarly inhospitable, both harbour sprawling military complexes and shipyards operated by various components of the Eridani Federal Navy. The atmospheres of Neith and Sais were stripped long ago by Epsilon Eridani’s powerful solar wind, and paired with their negligible magnetic fields that makes them convenient places to anchor the advanced sensor arrays that monitor the system’s interplanetary traffic. The orbit of Amon is such that the vast majority of Epsilon Eridani is visible from at least one of the two moons at any given time, and they correspond to detect the faint and ephemeral traces of bluespace travel. Tracking down smugglers and unceremoniously seizing their assets has proven to be a lucrative pastime for the Federal Navy. &lt;br /&gt;
&lt;br /&gt;
===Set and Nebthet(&amp;amp;#949;Eri IV &amp;amp; V)===&lt;br /&gt;
&lt;br /&gt;
Set and Nebthet are the twin ice giants that, until quite recently, provided the majority of Epsilon Eridani’s wealth. Both contain substantial reserves of the various isotope gasses required to initiate the fusion reactions that powered humanity’s galactic expansion until the advent of phoron power in the 2410s. It was for this reason that, in the latter half of the 22nd century, Einstein Engines constructed colossal gas harvesting platforms in the toxic atmospheres of the pair. In the scramble to adapt to new technologies, however, the platforms were rapidly abandoned. What remains are gargantuan shells, derelict superstructures sinking slowly into the cerulean clouds of the nearly identical words. Now their only residents are small communities of salvagers trying to claim any remotely serviceable devices before the giants are lost forever.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Member of [[Sol Alliance]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Semi-Autonomous Corporate-Representative Federal Republic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive:&#039;&#039;&#039; Board of Five&lt;br /&gt;
* 5 seats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legislature:&#039;&#039;&#039; Corporate Interests Group &lt;br /&gt;
*145 seats&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; Regulations Committee&lt;br /&gt;
*25 seats&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation (ECF) has two main components. The Board of Five hosts five representatives from the largest megacorporations present in Epsilon Eridani. The distribution of these seats has been more or less constant for over a century (this is no surprise, as it takes a 4 to 1 vote to dismiss and replace a member); two are occupied by Einstein Engines and the remainder are held by Aeon Exploration, Zeng-Hu Pharmaceuticals, and Idris Incorporated. The second piece of the ECF is the Corporate Interests Board. Although the majority of the CI Board’s seats are allocated to the aforementioned four megacorporations, other interstellar businesses are also given some input. While it currently has 353 seats, that number changes regularly to reward or punish different members as necessary. This brings up an interesting point: the CI Board is not intended to function as a check on the Five. Instead, it extends their power and deals with many of the everyday problems a state must contend with (taxation, regulation, etc.). All appointments and dismissals are handled by the Five, which also can superseded any of the lower board’s decisions. They rarely do so, however. Having a significant presence in the CI Board is financially advantageous, and the Five would very much like to keep it that way.&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Navy (EFN) is unlike most of its contemporary counterparts. Most prominently, it acts both as the ECF’s army and as its police force. Secondarily, it is far from unified. Instead of being commanded directly by the ECF, its individual components are employed and operated by the members of the Board of Five, to the extent that each can afford it. When the Five’s interests aline, everything generally proceeds smoothly; riots are suppressed, smugglers are deterred, order is maintained. When they are at odds, however, the Federal Navy becomes another piece to be integrated into the megacorporations’ constant machinations.&lt;br /&gt;
&lt;br /&gt;
The judicial system of Epsilon Eri is quite easy to navigate if one has money, and exceedingly perilous if one does not. Most petty crimes are only punished by an escalating series of fines (though recidivistic or especially heinous criminals may face harsher treatment). If a person is unable to pay their fine, which becomes increasingly costly with time, they can face what are effectively debtors prisons. Most often, the only avenue of escape provided to those who find themselves in these “correctional facilities” involves protracted work for the owning megacorporation on Anket or (until recently) Set-Nebthet.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Military&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military strength:&#039;&#039;&#039; Medium, Mercenary Army; Medium Navy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Projection Ability:&#039;&#039;&#039; Medium&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Economics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Like the rest of the Sol Alliance, Eridani uses the Credit as its unit of currency. However many corporations within the system have historically paid many of its Ganger population in Federation Credits. These are effectively raffle tickets that can buy goods and services from their own corporate stockhouses, but are effectively useless anywhere else. This makes employees completely reliant on their employers paychecks and makes it nearly impossible to create any meaningful savings.&lt;br /&gt;
&lt;br /&gt;
Eridani has some of the sharpest economic gentrification than anywhere else in the Sol Alliance. Each inhabited planet boasts beautiful enclaves of preserved natural beauty inhabited by the wealthy, all surrounded by sprawling slums and industrial wastelands. The entire system is a fanatically consumerist society where the ruling mega-corporations have sunk their claws into every facet of life.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Societal&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 73.8% Eridanians (Colonial Central &amp;amp; West African)&lt;br /&gt;
* 23.3% Other (Humans of other heritage)&lt;br /&gt;
* 3.9% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Agnostic/Atheist leanings&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Groups:&#039;&#039;&#039;&lt;br /&gt;
Eridanians are split into two key groups: Corporates and Gangers. Whilst both groups serve a niche in Eridanian society Corporates tend to be by the book, plastic smiles and pearl toothed corporate workers, where as the Gangers tend to be neon haired, leather clad toughs who sport the latest in fashion and augs. &#039;&#039;&#039;It is fashionable for both groups to have bionic eye replacements and neural implants with which the Eridanians can use to interface with their work terminals and computer systems for both licit and illicit purposes in Eridani space.&#039;&#039;&#039; Sadly these interfaces do no exist in Biesel as of yet.&lt;br /&gt;
&lt;br /&gt;
==Sub Races==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eridanian&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Eridanians make up the largest portion of the population. &#039;&#039;&#039;They are descended from colonials from Central &amp;amp; West Africa&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 120 - 200&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;5&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;2&amp;quot; - 5&#039;8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Black or very dark brown hair&lt;br /&gt;
&lt;br /&gt;
Dark brown to black eyes&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an Inner-System local government in charge of most of the system of Epsilon Eridani, about 10 Ly&#039;s from Sol. While a member of the Sol Alliance, the Eridani Federation has been granted a large degree of independence.  &lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation is an extremely privatized state, currently residing in the  Eridani system and is a major supporter of NT through both trade and political support. An oddity arises from the fact that the military forces of the state are separate from the government, sometimes acting of their own volition, and enforcing the laws should the civil government fail to do so.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation began as a major colonization operation undertaken by a multitude of private corporations with the goal of exploiting several of planets strong resource deposits. The system was settled in 2105 and steadily built itself up over the next 250 years. The system managed to remain under the control of the corporations, even as the population swelled in the 2200&#039;s, and eventually the Sol Alliance officially granted the corporations, together, the right to govern the planets under their control. By the year 2257, a loose coalition of corporations was formed under the banner of the Eridani Corporate Conglomerate, which controlled colonies on Eridani 4, 5, and the moons of Eridani 4 and 7. Following a terrorist attack in 2361, which rendered  Eridani 4 uninhabitable, the Eridani Federation was formed from the politically and economically collapsed Conglomerate.&lt;br /&gt;
&lt;br /&gt;
The most descriptive factor of the Eridani Corporate Federation’s society is the economic divide that exists between the middle class and lower class. The middle and upper class enjoy relative safety and state support, while the lower class are relegated to the lower levels of the state’s cities, and are often despised by citizens living on the higher levels of the cities.&lt;br /&gt;
&lt;br /&gt;
The Eridani Corporate Federation favors an extremely open market approach, with state interference staying at a very low level. The state and military will only interfere when the minimal laws applied to free trade are broken, otherwise, the two forces governing the Eridani Corporate Federation provide the corporations and citizens with an extreme amount of freedom. This leaves the state’s economy greatly attached to the open market, and susceptible to the tides present.&lt;br /&gt;
&lt;br /&gt;
The Eridani Federal Military is a force largely removed from government control, a Board of High Commanders being in control of any and all actions undertaken by the Eridani Federal Military forces. This creates an odd relationship between the civil and military governments, one that can result in a lot of strain and potential conflict. The Board of Five are able to recommend actions to the High Commanders, however, the High Commanders are not required to adhere. However, due to the military’s own unwillingness to involve themselves in civil affairs, the High Commanders take little issue with listening to the Board of Five.&lt;br /&gt;
&lt;br /&gt;
A second oddity would be the autonomy provided to the Eridani Federal Military. The Eridani Federal Army can be held responsible for multiple assassinations and detentions of Eridani Federal Citizens suspected to be involved in anti-national activities. These actions can be carried out without approval from the civil government.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8523</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8523"/>
		<updated>2018-03-30T02:01:44Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Tul (Tusk) */&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;
&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;
=== 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;
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;
==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; flora are mysterious. Only the creatures that are found in the more shallow layers of the caverns are even known at all. Several kinds of reptilian monsters are found there, blind with pale scales and sharp claws. Deeper, lichen-grazing creatures crawl through the tunnels and chambers, stocky-limbed and snakelike and partially aquatic. Cataloguing the incredible breadth and diversity of the subterreanean eco-systems is a task that will keep xenobiologists busy for decades, if not more.&lt;br /&gt;
&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;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8522</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8522"/>
		<updated>2018-03-30T02:01:33Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Flora and Fauna */&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;
&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;
=== 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;
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;
==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; flora are mysterious. Only the creatures that are found in the more shallow layers of the caverns are even known at all. Several kinds of reptilian monsters are found there, blind with pale scales and sharp claws. Deeper, lichen-grazing creatures crawl through the tunnels and chambers, stocky-limbed and snakelike and partially aquatic. Cataloguing the incredible breadth and diversity of the subterreanean eco-systems is a task that will keep xenobiologists busy for decades, if not more.&lt;br /&gt;
&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;
===Tul (Tusk)===&lt;br /&gt;
&lt;br /&gt;
Tul 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;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8521</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8521"/>
		<updated>2018-03-30T02:01:12Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Flora and Fauna */&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;
&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;
=== 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;
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;
==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;
The tusked &#039;&#039;&#039;Tul&#039;&#039;&#039; has thrived on Ouerea, spreading across the northern grasslands. Initially the colonization project management had been monitoring their levels, but with the arrival of the Izweskis, the numbers of feral Tul have gone unchecked and they have spread further quickly. Their digging for roots and tubers disrupts and tills the grassland, breaking up the grasses and leaving openings for different types of seeds to sprout. They have no natural predator as they can defend themselves against Zaeyou with their tusks and claws. &lt;br /&gt;
&lt;br /&gt;
While Tul are a revered animal, in Ouerea they have begun to be something of a pest, as their foraging takes them onto colonists’ farms. Requests for permission to shoot or drive off Tul from the colonists’ homesteads have become more frequent in recent years. A certain number of Tul were permitted to be hunted per year by the colony’s management team; the Izweskis more tightly controlled it for only the richest nobility. As a result, the Tul population has sharply increased, and the colonists are growing more unhappy. Poaching has begun to become a more widespread occurrence, despite the harsh, almost draconian punishments for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subterranean&#039;&#039;&#039; flora are mysterious. Only the creatures that are found in the more shallow layers of the caverns are even known at all. Several kinds of reptilian monsters are found there, blind with pale scales and sharp claws. Deeper, lichen-grazing creatures crawl through the tunnels and chambers, stocky-limbed and snakelike and partially aquatic. Cataloguing the incredible breadth and diversity of the subterreanean eco-systems is a task that will keep xenobiologists busy for decades, if not more.&lt;br /&gt;
&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;
===Tul (Tusk)===&lt;br /&gt;
&lt;br /&gt;
Tul 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;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=8479</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=8479"/>
		<updated>2018-03-21T08:40:27Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Ouerean */&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 = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Unathi 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, excluding the ones on the belly, armpits and groin. 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;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities unheard of on Moghes.&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;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&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;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, mice, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&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 affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&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.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty 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;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&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 an 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 ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouere are identical.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length.&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social 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 leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &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 friendship with them, but some Unathi are more permissive than others. 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;
For most Unathi being seen speaking to a Guwan 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;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, 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;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&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;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[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 2100&#039;s 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;
&lt;br /&gt;
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 their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which 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 Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&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 many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:MoghesCities.png|thumb|alt=Gun emplacements.|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere 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 Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more liberal than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in 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. More information can be found [[Unathi Religion|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.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. 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 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;
[[File:IzweskiFamily.png|thumb|The immediate members of the Royal Family.]]&lt;br /&gt;
&lt;br /&gt;
After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, Not&#039;Zar Izweski, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&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.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
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;
===Ouerean===&lt;br /&gt;
Ouerea was originally settled in 2438 and was intended to be the Hegemony&#039;s first planetary colony. 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 liberal 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 is struggling economically as it deals with reintegration into the Hegemony as well as a growing refugee crisis. The Izweski on Moghes have been attempting 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;
==== Ouerean Confederation ====&lt;br /&gt;
&lt;br /&gt;
The growing discontentment has erupted into a large-scale grassroots movement. Clans across Ouerea are coming together under the banner of the &#039;&#039;&#039;Confederation of Ouerea&#039;&#039;&#039;. This revolutionary movement is being actively suppressed by the alarmed aristocracy, but it is already coalescing into an organized front. The revolution is being lead by a &#039;&#039;&#039;War Council&#039;&#039;&#039; until the movement finally liberates Ouerea. There are currently only a handful Chiefs and clan-mothers representing all the clans that have joined the Confederation that seeks to oust the Izweski and establish a republic. The Grand Council works to resolve disputes and plan for the welfare of all the people. &lt;br /&gt;
&lt;br /&gt;
The goals of the Confederation is to bring to fruition:&lt;br /&gt;
&lt;br /&gt;
On the local level the Confederation will be ruled like a hybrid of human liberal democracy and Unathi Clanhood. Villages, towns, and cities have Mayors elected by popular vote for set terms. Several settlements combined into a polity form a Great Clan ruled by a male Chief elected out of the people. Above Great-Clans is the Grand Council ran by 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 actons 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 and Chiefs.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&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 Hegemony.&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 capitalism. 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 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 Unathi city to have a shuttleport 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;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally 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;
===The Guwan===&lt;br /&gt;
&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.&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;
Many Guwan 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, Guwan 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 that the guwan of 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 his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is 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;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&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 fufill 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 Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. 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. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8342</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8342"/>
		<updated>2018-03-05T22:21:56Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: &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;
&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;
=== Notable Locations ===&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 &#039;&#039;&#039;Sahhat&#039;&#039;&#039;. 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 fresh water and all types of native fish.&lt;br /&gt;
&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 &#039;&#039;&#039;New Skalamar&#039;&#039;&#039; being the first city to be established during the colonization project. Fishing Guilds dominate the economy of Ouerea, though other industries are growing. The mountain slopes to the southeast of Riztizkzi are covered in a tropical rainforest and are home to a few unique avian species, as well as some smaller tree-dwelling creatures. The peninsula that houses Um’a’yid is likewise lush and covered with tropical jungles. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Um’a’yid&#039;&#039;&#039; itself 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;
&#039;&#039;&#039;Tr’ha’rem&#039;&#039;&#039; is a shipping city on the land-bridge at the very edge of this thick jungle. 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. 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;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Z’ek&#039;&#039;&#039; 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;
&#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 serf&#039;s farmsteads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kr’ath&#039;&#039;&#039; 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.&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;
===Tul (Tusk)===&lt;br /&gt;
&lt;br /&gt;
Tul 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;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8341</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8341"/>
		<updated>2018-03-05T22:21:28Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Notable Locations */&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]].&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;
=== Notable Locations ===&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 &#039;&#039;&#039;Sahhat&#039;&#039;&#039;. 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 fresh water and all types of native fish.&lt;br /&gt;
&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 &#039;&#039;&#039;New Skalamar&#039;&#039;&#039; being the first city to be established during the colonization project. Fishing Guilds dominate the economy of Ouerea, though other industries are growing. The mountain slopes to the southeast of Riztizkzi are covered in a tropical rainforest and are home to a few unique avian species, as well as some smaller tree-dwelling creatures. The peninsula that houses Um’a’yid is likewise lush and covered with tropical jungles. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Um’a’yid&#039;&#039;&#039; itself 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;
&#039;&#039;&#039;Tr’ha’rem&#039;&#039;&#039; is a shipping city on the land-bridge at the very edge of this thick jungle. 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. 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;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Z’ek&#039;&#039;&#039; 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;
&#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 serf&#039;s farmsteads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kr’ath&#039;&#039;&#039; 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.&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;
===Tul (Tusk)===&lt;br /&gt;
&lt;br /&gt;
Tul 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;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8340</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8340"/>
		<updated>2018-03-05T22:02:23Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Geography and Climate */&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]].&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;
=== Notable Locations ===&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 &#039;&#039;&#039;Sahhat&#039;&#039;&#039;. 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 fresh water and all types of native fish.&lt;br /&gt;
&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 &#039;&#039;&#039;New Skalamar&#039;&#039;&#039; being the first city to be established during the colonization project. Fishing Guilds dominate the economy of Ouerea, though other 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. The mountain slopes to the southeast of Riztizkzi are covered in a tropical rainforest and are home to a few unique avian species, as well as some smaller tree-dwelling creatures. The peninsula that houses Um’a’yid is likewise lush and covered with tropical jungles. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Um’a’yid&#039;&#039;&#039; itself 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;
&#039;&#039;&#039;Tr’ha’rem&#039;&#039;&#039; is a shipping city on the land-bridge at the very edge of this thick jungle. 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. 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;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Z’ek&#039;&#039;&#039; 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;
&#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 serf&#039;s farmsteads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kr’ath&#039;&#039;&#039; 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.&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;
===Tul (Tusk)===&lt;br /&gt;
&lt;br /&gt;
Tul 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;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8339</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=8339"/>
		<updated>2018-03-05T22:01:20Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Geography and Climate */&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]].&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 desert 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;
=== Notable Locations ===&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 &#039;&#039;&#039;Sahhat&#039;&#039;&#039;. 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 fresh water and all types of native fish.&lt;br /&gt;
&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 &#039;&#039;&#039;New Skalamar&#039;&#039;&#039; being the first city to be established during the colonization project. Fishing Guilds dominate the economy of Ouerea, though other 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. The mountain slopes to the southeast of Riztizkzi are covered in a tropical rainforest and are home to a few unique avian species, as well as some smaller tree-dwelling creatures. The peninsula that houses Um’a’yid is likewise lush and covered with tropical jungles. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Um’a’yid&#039;&#039;&#039; itself 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;
&#039;&#039;&#039;Tr’ha’rem&#039;&#039;&#039; is a shipping city on the land-bridge at the very edge of this thick jungle. 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. 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;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Z’ek&#039;&#039;&#039; 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;
&#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 serf&#039;s farmsteads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kr’ath&#039;&#039;&#039; 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.&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;
===Tul (Tusk)===&lt;br /&gt;
&lt;br /&gt;
Tul 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;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=8338</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=8338"/>
		<updated>2018-03-04T20:34:55Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = Paramedic.png&lt;br /&gt;
|jobtitle = Paramedic&lt;br /&gt;
|access = [[Medbay]], Morgue, EVA, Maintenance, External Airlocks&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = Must be least 24 years of age with an EMT certification and Paramedic certification.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aloise University of Medical Sciences]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Recover and safely deliver injured crew to Medbay, work against the clock.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Surgery|Guide to Surgery]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Emergency Medical Technician has many of the same duties of a Paramedic, but they are much younger. EMT&#039;s requirements are: Must be at least 20 and have an EMT certificate. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Paramedic&#039;&#039;&#039; plays an extremely important role on board the station. Primarily tasked with reaching injured crew members far from medbay, every second counts and every action or inaction means the difference between life and death. It is heavily advised you play as [[Medical Doctor]] regularly and familiarly before attempting the job of paramedic. Paramedics are trained in the medical field, but are not doctors; so cannot perform surgeries or advanced diagnoses. They&#039;re trained in detecting and fixing, most of the time partially, symptoms found on the field; and in the art of triage.&lt;br /&gt;
&lt;br /&gt;
==Getting Set Up==&lt;br /&gt;
A large part of the paramedic job is having all bases covered and prepared before an actual call; because once you get it, there is little to no time to fetch any missing medicine.&lt;br /&gt;
A good paramedic must be able to stabilize a patient on the field, and reduce any damage to his body, whatever the type. A good paramedic must also be able to reach all corners of the station as soon as possible, regardless of its condition. This is why, it is advised that the following is always on hand: (For the purpose of this guide, medicines found at round-start without the need for a [[chemist]] will be listed as examples. Do not restrict yourself to these medicines if better versions are available). Medicines and tools below are mostly found in [[Medical_Items#NanoMed_Plus|NanoMed]] vendors or medkits.&lt;br /&gt;
&lt;br /&gt;
*[[File:MedGlasses.png]] A [[Medical_Items#Health_Scanner_Hud|Medical HUD]] to check records and patient physical condition on the go.&lt;br /&gt;
*[[File:LGloves.png]] A pair of [[Medical_Items#Latex_Gloves|Latex Gloves]] to prevent spreading infection.&lt;br /&gt;
*[[File:Sterilemask.png]] A [[Medical_Items#Sterile_Masks|Sterile Mask]] to avoid catching something.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Medical_Items#Health_Analyzer|health analyzer]]&lt;br /&gt;
*[[File:Syringes.png]] [[Guide_to_Chemistry#Inaprovaline|inaprovaline syringes]] to prevent further deterioration of a critical patient.&lt;br /&gt;
*[[File:Syringes.png]] [[Guide_to_Chemistry|Spaceacillin syringes]] to slow progression of viruses and prevent wound infections.&lt;br /&gt;
*[[File:Burnkit.png]]  [[Medical_Items#Advanced_Burn_Kit| Advanced Burn Kits]] to treat burns and prevent infections. &lt;br /&gt;
*[[File:Traumakit.png]] [[Medical_Items#Advanced_Trauma_Kit| Advanced Trauma Kits]] to treat brute damage and open wounds.&lt;br /&gt;
*[[File:BreathMask.png]] A couple of [[Clothing_and_Internals#Masks| breath masks]] for you to reach depressurized zones, and to give to patients having difficulty breathing.&lt;br /&gt;
*[[File:OxygenTank.png]] A couple of oxygen tanks for you and/or a patient.&lt;br /&gt;
*[[File:Medical_Hardsuit.png]] A [[Medical_Items#Medical_Hardsuit_.26_Helmet|Medical voidsuit]] ready. It is wise to store it in medical, to save the trip to E.V.A; or shall the trip be impossible.&lt;br /&gt;
*[[File:Splint.png]] [[Medical_Items#Splint|Splint]] to secure fractures before moving a patient.&lt;br /&gt;
*[[File:Pills.gif]] [[Guide_to_Chemistry#Dylovene|Dylovene]] bottles or pills, to treat toxin damage. &lt;br /&gt;
*[[File:Pills.gif]] [[Guide_to_Chemistry#Dexalin|Dexalin]] bottles or pills, to treat suffocation damage. &lt;br /&gt;
*[[File:Rollerbed.png]] A [[Medical_Items#Roller_Bed|Roller bed]] to transport patients unable to walk.&lt;br /&gt;
*[[File:Body_Bag.png]] A [[Medical_Items#Body_Bag|body bag]] to transport dead patients to medbay.&lt;br /&gt;
*[[Guide_to_Chemistry#Tramadol|An effective painkiller]] like Tramadol. Patients in shock and pain are more likely to faint, failing to communicate with you, which is detrimental.&lt;br /&gt;
&lt;br /&gt;
==Responding to an Emergency==&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re all prepped and ready, it&#039;s only a waiting game until your first emergency arises. Whether by monitoring [[Suit_sensors#Jumpsuits|suit sensors]] or a radio call, you&#039;ll have a name and a place. Rush to the place as soon as you can; making sure you&#039;re equipped with your voidsuit if the area is depressurized. Once on scene, you will need to stabilize your patient before moving him/her to medbay; depending on the state he is in.&lt;br /&gt;
&lt;br /&gt;
===Non-Critical Patient===&lt;br /&gt;
If the call you&#039;ve responded to is non-critical (The patient is fully conscious, stable, and/or health above 0); then all you need to do is diagnose the specific problem and administer the necessary medicine on the field. It is advised, however; to bring the patient back to the medbay for a more thorough check. Nonetheless, you will find yourself performing several of the steps found in the next section; but with much less urgency, which means less medicine used on the patient which can be treated in the medbay.&lt;br /&gt;
&lt;br /&gt;
===Critical Patients===&lt;br /&gt;
Dealing with critical patients is a bit more tricky. More likely than not, you&#039;ll find critical patients (Health Below 0) are unconscious, or otherwise unable to communicate. This will make finding the exact cause of the problem unlikely in the field, which would require you transport the patient to the medical bay post-haste. But before that, a series of steps are required to make sure your patient doesn&#039;t die on the way. The steps are listed in order of importance.&lt;br /&gt;
*Administer Inaprovaline to the critical patient, to make sure his situation doesn&#039;t worsen.&lt;br /&gt;
*If the patient is bleeding, apply the trauma kit to the affected area as soon as possible to stop the bleeding.&lt;br /&gt;
*If the patient is suffocating, a strap an oxygen tank to him and make sure he breathes out of it on the way to the medical ward.&lt;br /&gt;
*If the patient has/had an open wound, it is advised you inject him with spaceallin or apply an advanced burn kit to kill any infection at the stem. This is a preemptive measure, and unnecessary unless you believe the patient is in such a dismal condition that you can&#039;t afford any more risks. You are unable to detect infections on the field, and need an advanced health scanner, found in medbay, to do so.&lt;br /&gt;
*Treat any remaining burn, brute or toxin damage with the application of advanced kits or pills, to further improve the state of the patient.&lt;br /&gt;
*Administer Tramadol if the patient is suffering from pain-causing symptoms, like fractures, burns or brute damage. Patients in shock are less communicative, which will hamper your efforts.&lt;br /&gt;
*Finally, splint any fractures before strapping your patient to his roller bed and rolling him away.&lt;br /&gt;
&lt;br /&gt;
While transporting the patient, make sure to orally ask him/her how he&#039;s feeling. Don&#039;t let the effort went into stabilizing the patient go to waste, throwing away the advantage of having a perfectly responsive patient.&lt;br /&gt;
&lt;br /&gt;
On arrival, make sure you brief any doctor that will handle your patient on what you did to him/her, and whatever his symptoms were. Remember the ICly, doctors shouldn&#039;t give out treatment lightly, and failing to inform the doctor taking over of past steps might have him repeat the treatment, which might lead to an overdose.&lt;br /&gt;
&lt;br /&gt;
==What to Do When Out of Emergencies?==&lt;br /&gt;
&lt;br /&gt;
Paramedics, being non-doctors trained in the medical field, can assume other roles around the medbay to make MD&#039;s lives easier; and improve overall efficiency of the medical bay; basically acting as a glorified nurse.&lt;br /&gt;
*Help move patients from one branch of the medbay to another.&lt;br /&gt;
*Monitor the reception, monitor suit sensors.&lt;br /&gt;
*Handle [[Guide_to_Medicine#Triage|triage]]; stabilizing patients who were left waiting.&lt;br /&gt;
*Check up on patients who were given a bed.&lt;br /&gt;
*Distribute spacealline and help enforce quarantines in case of a viral breakout.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
As a paramedic, you get all the perks Medical Doctors get when traitoring, from deliberate malpractice to using your medicines of good for plots of evil. But one added perk is that, as a Paramedic, you&#039;re usually the only medically trained person to first reach a dying patient outside the medbay walls. That can be used to your advantage, for frantically dragging off a bleeding body is part of your job, and in no way suspicious.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
*Remember that paramedics are not MDs. Keep that in mind, and use it to give an interesting edge to your character. Think like a paramedic would; not a doctor. Asking questions a doctor would consider &#039;silly&#039; is perfectly fine for you.&lt;br /&gt;
*Paramedics are trained on urgency, speed and that every second counts; unlike the MDs who had to spend over a decade studying to start practicing. That contract between your coworkers and you can be used to enhance RP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=7819</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=7819"/>
		<updated>2018-01-22T03:50:54Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Additional */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate Regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all Nanotrasen employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any Nanotrasen owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all Nanotrasen employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are illegal and not allowed by regulations.&#039;&#039;&#039; Station security nor command should be doing any executions. The maximum possible penalty for major infractions is cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; As such, all prisoner processing is expected to be done in a timely manner. Should the processing of a prisoner be delayed, increased in length or any other actions that would result in postponing the end of the procedure - and thus the entry of the prisoner into the system and the start of brig time - may result in the Warden and/or person(s) responsible in the improper handling to be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
Every person on the station should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
&lt;br /&gt;
==== Captains and Authority ====&lt;br /&gt;
&lt;br /&gt;
The Captain is not above Corporate Regulations, and can be arrested by Security for breaking it but &#039;&#039;&#039;ONLY&#039;&#039;&#039; if the Heads of Staff agree &#039;&#039;&#039;in a unanimous decision&#039;&#039;&#039; or it is ordered by Central Command.&lt;br /&gt;
&lt;br /&gt;
The station&#039;s assigned Captain has full and final authority over the operation of the station. They are authorized to issue direct orders to entire departments or specific crew members. They may take any actions within reason that may violate regulations during non-standard situations. These orders must be carried out in all circumstances. Even if you feel an order from the Captain to be against regulation, your moral code, or generally detestable, you still have to follow it. You are fully entitled to begin a vote within Command (if you&#039;re part of Command) to have the Captain arrested or fax Central Command (if you have access to a fax machine) to have them weigh in, but disobeying the order (if given to you) or obstructing it (if not given to you directly) is Failure to Execute an Order. This is upgraded to Sedition if you start encouraging others to refuse the Captain&#039;s order.&lt;br /&gt;
&lt;br /&gt;
If a crew member breaks regulations when following a direct order from the Captain when there were plenty of legal ways to do it, then that crew member can still be held at fault rather than the Captain unless the Captain specifically forbade other, legal means of doing it.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Not even the Captain can deliver pardons, but they can deliver parole with or without a tracking implant.&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Warrant&#039;&#039;&#039; must be provided for almost any search or arrest conducted under code green. Exceptions to this rule exist if an officer is a direct witness to a crime, or may reasonably conclude that failure to act will pose an immediate danger to the crew and/or station. Search warrants may also be circumvented if the Head of Staff over the employee being searched has given their direct consent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspensions&#039;&#039;&#039; are used to temporarily suspend an employee from active duty, restricting them from holding any station rank. They are typically used in situations where an employee can no longer be trusted to continue their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotions&#039;&#039;&#039; are used to temporarily demote an employee to a rank below their previous occupation, allowing them to continue active duty under a position of less authority. They are typically reserved for situations in which the employee is still trusted to continue work, but may require additional training or oversight.&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole. Includes theft of credits up to 500cr. For higher amounts see i220 - Fraud&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i106&lt;br /&gt;
| &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039;&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee record, wielding dangerous weapons near other staff, extensive inquiring about critical areas, or stalking other employees. A search or arrest warrant is needed to apply this charge on code green.&lt;br /&gt;
| Basically, metagamey/powergamey behaviour. It&#039;s worth reporting to the Head of Personnel or your Head of Staff if you want to play a character who knows more than they should. You may also want to adminhelp if you feel the person is using metagamey or powergamey behavior.&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search. &lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it&#039;s up to a tribunal or appropriate officer.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or well-being (e.g Genetics, Virology, etc.) don&#039;t count, neither do the animals ordered from cargo. Shoving them in washing machines, or throwing them down disposals while still alive falls under this. Using them as food is a grey area, as long as they are not overtly caused pain in the process.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cloned or cyborged also falls under this. The Chaplain or medbay tended to corpses in preperation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records to unauthorized personnel. &lt;br /&gt;
| Janitors found reading records flushed down disposals would be charged with this as well. Command can discuss medical records with other command (or IAA and Detectives on request) if they have a good reason, and similar with employee and security records. Using a station announcement asking someone come pick up their hemorrhoid cream is also a no. The punishment goes to the source of the leak. Authorization for respective records goes to their respective heads of staff. (CMO, HoP, HoS, and the final say of Captain.&lt;br /&gt;
| Fine.&lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To preform a search of an employee or workplace without a search warrant, clearance, or probable cause.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, an IAA or Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or station. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentance&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Immediate suspension. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant.&lt;br /&gt;
| Up to 15 minutes in addition to regular time.&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant.&lt;br /&gt;
| Demotion and isolation in solitary.&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment.&lt;br /&gt;
| Suspension or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 15 minutes and immediate suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing phoron or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job. Additionally, a member of Command may only be charged with Neglect of Duty with the agreement of the Captain, or through a Captain level decision passed by the Command Staff.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| Holding until transfer and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Up to 30 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset.&lt;br /&gt;
| Up to 30 minutes and demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, or Two Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Suspension and holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including drugs.&lt;br /&gt;
| Chemists and Botanists are allowed to possess drugs for their line of work. It&#039;s a crime if they distribute the drugs. Also see Identifying Syndicate Items for a list of who knows what. Contraband from the Supply Shuttle also counts. This also includes firearms, such as the barman taking their shotgun outside the bar area, or illegal modification of such firearms. Snacks from hacked vending machines are not this. (List of [[Guide to Contraband|Contraband]])&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion. &lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval.&lt;br /&gt;
| 20 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. &lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[Guide to Contraband|High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items.&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising a Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| 30 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Severe Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 25 minutes and suspension. &lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to Cadet.&lt;br /&gt;
| 25 minute and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i220&lt;br /&gt;
| &#039;&#039;&#039;Fraud&#039;&#039;&#039;&lt;br /&gt;
| To steal or use deliberate deception in order to obtain credits from someone. Applies to amounts greater than 500 credits. &lt;br /&gt;
For lesser amounts, see i102 - Petty Theft. &lt;br /&gt;
&lt;br /&gt;
For items of equivalent value, see i215 - Grand Theft.&lt;br /&gt;
| Emptying a station account for personal gain. Tricking someone into entrusting large amounts of money to another under false pretenses.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes and immediate suspension.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions (Red Violations; i300&#039;s) ===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The NSS Aurora is in Tau Ceti space, which does not consider cyborgification capital punishment, making it an optional punishment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Cyorgification or Holding Until Transfer on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Loyalty implant or cyborgification on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, use of bombs, release of singularity, etc. Collateral damage or severe station damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer or cyborgification on majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Cyborgification or hold until transfer at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer or cyborgification at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i309&lt;br /&gt;
| &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| ERP scenes, or erotic roleplay, is a permabannable offence. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules. &lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Re-education&#039;&#039;&#039;&lt;br /&gt;
| Getting de-converted from revolutionary.&lt;br /&gt;
| Up to and including immediate release&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Up to -25%. In the case of revealing a head revolutionary, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Fatal Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the station such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Head of Personnel or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of NanoTrasen, as defined by the station&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039; Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=7807</id>
		<title>Notable Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=7807"/>
		<updated>2018-01-21T00:36:30Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Modern Day */&lt;/p&gt;
&lt;hr /&gt;
&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 [[Ourea]]. &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;
===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;
=== Ekilianar Kazata ===&lt;br /&gt;
&lt;br /&gt;
Kazata is the founder and leader of the radical revolutionary [[Kazata Movement]] and the leader of the [[Kazata Freehold]], and remains a national icon and hero for Guwan and other underclass groups in Unathi society. He was born in the small town of Yiraz in &#039;&#039;&#039;2405&#039;&#039;&#039;, where his father was the leading Tha&#039;kh shaman. The peasant communities were under increasing pressure from the small landowning class of noblemen and Guildsmen who monopolized land and water resources. Early on Kazata involved himself in political processes to protest against the Guilds and the Lords. When he was 19 he participated in a protest outside the Azakara Guild headquarters which had raised incredibly steep prices for drinking water supplied to the town. The Town Watch, bribed by the Guild leaders, brutally repressed the protest. Kazata was detained and mistreated while in jail, which radicalized him. When his father died in &#039;&#039;&#039;2426&#039;&#039;&#039; he inherited his position as a shaman and became a member of the loose organization of Tha&#039;kh shamans that oversaw spiritual affairs in the town&lt;br /&gt;
&lt;br /&gt;
Kazata used his position and granted influence to spread his radical anti-feudal message to members of his community, advocating the rights of the lower classes. His young age and radical message caused many to reject his philosophy and report him to the authorities. For this he was detained in &#039;&#039;&#039;2427&#039;&#039;&#039; for Dissent Against Noble Authority for the maximum 6 years. While in prison he was eventually given the position of Chaplain by the sympathetic warden, and his access to the prison library and daily contact with large numbers of prisoners coming to him for guidance lead him to refine his speaking ability and charisma.&lt;br /&gt;
&lt;br /&gt;
When he was released in &#039;&#039;&#039;2433&#039;&#039;&#039; Kazata exploited the resentment that had grown in his town, and until the Contact War of &#039;&#039;&#039;2438&#039;&#039;&#039; he was able to grow his influence with the peasantry. He was positioned as a central leader of the peasant revolt in the province when violent unrest broke out as the Izweski garrisons left to join the war effort. Cooperating with a number of other peasant leaders he formed the &#039;&#039;&#039;Grand Peasant Army&#039;&#039;&#039; of which he soon became the undisputed leader.&lt;br /&gt;
 &lt;br /&gt;
Kazata, now ruling most of the province unquestioned, quickly put out to implement his reforms that saw land returned to the peasantry. A council of hand-picked Th&#039;akh shamans was installed to rule the province under Kazata, who voted him as the High Voice and declared their province the Kazata Freehold.&lt;br /&gt;
&lt;br /&gt;
Kazata&#039;s forces continued to battle the Izweski forces during the Contact War. After the catastrophic nuclear exchange the Izweski offensive into the Freehold was abandoned for a few short months, but it was replaced by chaotic incursions by deserters, bandits, and other groups desperately trying to find refuge. For the next 10 years Kazata attempted to hold his struggling nation together while also pressing a ruthless military campaign against Izweski forces.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2458&#039;&#039;&#039; Kazata, now 53, has managed to carve out a small nation that has managed to take To&#039;ha&#039;dat and even threaten the major Izweski city of Ura&#039;Mastyx. However it is far from its prime, as the Hegemony considers the radical revolutionary to be an existential threat to its authority and continues violent scorched earth tactics. Kazata&#039;s continued campaign to liberate the peasant and Guwan classes and his continued military success against the brutal Izweski has lead to him becoming a folk hero.&lt;br /&gt;
&lt;br /&gt;
=== Not&#039;zar Izweski ===&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;
The second oldest child to the Hegemon and his First Wife, Not&#039;Zar 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 (now 21) 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 practice 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;
=== Yizra Unzi ===&lt;br /&gt;
[[File:HighPriestUnzi.jpg|thumb|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;
&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;
&lt;br /&gt;
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 city, 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot. &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
== Juzida Si&#039;akh ==&lt;br /&gt;
&lt;br /&gt;
TBA&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=7705</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=7705"/>
		<updated>2018-01-10T22:08:28Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
The languages of the known Galaxy are diverse. While many regional languages exist, there are few major languages which are of particular note for their large number of native speakers and status as official administrative and official species languages by governments and transtellars.&lt;br /&gt;
&lt;br /&gt;
==Human languages==&lt;br /&gt;
&lt;br /&gt;
===Sol Common===&lt;br /&gt;
With its roots in Mandarin Chinese, Common evolved as the official language of the Sol Alliance, with officials working to tie it together with a common tongue. It&#039;s spoken by state officials, taught in schools, and spoken by those who either feel a sense of national pride in the Alliance or otherwise fell sway to the culture.&lt;br /&gt;
*est. 35.3 billion native speakers, 41.5 billion total speakers.&lt;br /&gt;
*Became the Alliance&#039; official language in 2105.&lt;br /&gt;
&lt;br /&gt;
===Tau Ceti Basic/Common===&lt;br /&gt;
&lt;br /&gt;
A spiritual successor of Esperanto, established in 2404 in Tau Ceti by Ceti intellectuals. Its unique, fully customized alphabet and structure allow it to be spoken even by most alien species. It&#039;s the official language of Tau Ceti and has growing traction in diplomatic circles and Universalists across human space.&lt;br /&gt;
*est. 43.6 billion native speakers, 49.9 billion total speakers.&lt;br /&gt;
*The most common language in human space and the official language of commerce in the Sol Alliance and numerous systems &lt;br /&gt;
*Heavily promoted in non-human business schools&lt;br /&gt;
&lt;br /&gt;
===Tradeband===&lt;br /&gt;
&lt;br /&gt;
Descended from latin and romance languages of old Earth, Tradeband remains the main tongue of the upper class of humanity. The language sounds elegant and well structured to most ears. It remains in popular use with traders, diplomats, and those seeking to hold onto a piece of a romantic past.&lt;br /&gt;
*est. 14.1 billion native speakers, 17.3 billion total speakers&lt;br /&gt;
*Gained Sol Alliance recognized legal status in 2317&lt;br /&gt;
*Prominent in systems that have historically been major centers of trade &lt;br /&gt;
&lt;br /&gt;
===Freespeak===&lt;br /&gt;
&lt;br /&gt;
A language of renegades and frontiersmen descending from various languages from Earth like Hindi combined into a multi-rooted jumble that sounds incoherent or even barbarian to non-native speakers. This language is the only common cultural identity for humans in the frontier. Speaking this language in itself boldly declares the speaker a free spirit. Often called &#039;Gutter&#039; by Alliance citizens.&lt;br /&gt;
*est. 15.2 billion native speakers, 17.5 billion total speakers&lt;br /&gt;
*Recognized by Sol Alliance as a spoken language in 2321&lt;br /&gt;
*A &#039;rough, informal&#039; language, Freespeak is believed to have evolved in Martian slums, quickly spreading throughout the Galaxy&lt;br /&gt;
*Prominent in working class settlements across human space, also the most common language in the frontier and second most common in the outer rim of known space. One of the few frontier cultural identity pieces.&lt;br /&gt;
&lt;br /&gt;
===Old Terran Languages===&lt;br /&gt;
&lt;br /&gt;
There are still remnants of older languages in the diverse human communities, but its speakers are small, rare, stubborn enclaves that are no longer recognized by the indifferent Alliance. Remnants of older major languages include,&lt;br /&gt;
** Mandarin: 88 million speakers&lt;br /&gt;
** English: 85 million speakers&lt;br /&gt;
** Spanish: 76 million speakers&lt;br /&gt;
** Russian: 29 million speakers&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=7704</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=7704"/>
		<updated>2018-01-10T22:08:09Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
The languages of the known Galaxy are diverse. While many regional languages exist, there are few major languages which are of particular note for their large number of native speakers and status as official administrative and official species languages by governments and transtellars.&lt;br /&gt;
&lt;br /&gt;
==Human languages==&lt;br /&gt;
&lt;br /&gt;
===Sol Common&#039;===&lt;br /&gt;
With its roots in Mandarin Chinese, Common evolved as the official language of the Sol Alliance, with officials working to tie it together with a common tongue. It&#039;s spoken by state officials, taught in schools, and spoken by those who either feel a sense of national pride in the Alliance or otherwise fell sway to the culture.&lt;br /&gt;
*est. 35.3 billion native speakers, 41.5 billion total speakers.&lt;br /&gt;
*Became the Alliance&#039; official language in 2105.&lt;br /&gt;
&lt;br /&gt;
===Tau Ceti Basic/Common===&lt;br /&gt;
&lt;br /&gt;
A spiritual successor of Esperanto, established in 2404 in Tau Ceti by Ceti intellectuals. Its unique, fully customized alphabet and structure allow it to be spoken even by most alien species. It&#039;s the official language of Tau Ceti and has growing traction in diplomatic circles and Universalists across human space.&lt;br /&gt;
*est. 43.6 billion native speakers, 49.9 billion total speakers.&lt;br /&gt;
*The most common language in human space and the official language of commerce in the Sol Alliance and numerous systems &lt;br /&gt;
*Heavily promoted in non-human business schools&lt;br /&gt;
&lt;br /&gt;
===Tradeband===&lt;br /&gt;
&lt;br /&gt;
Descended from latin and romance languages of old Earth, Tradeband remains the main tongue of the upper class of humanity. The language sounds elegant and well structured to most ears. It remains in popular use with traders, diplomats, and those seeking to hold onto a piece of a romantic past.&lt;br /&gt;
*est. 14.1 billion native speakers, 17.3 billion total speakers&lt;br /&gt;
*Gained Sol Alliance recognized legal status in 2317&lt;br /&gt;
*Prominent in systems that have historically been major centers of trade &lt;br /&gt;
&lt;br /&gt;
===Freespeak===&lt;br /&gt;
&lt;br /&gt;
A language of renegades and frontiersmen descending from various languages from Earth like Hindi combined into a multi-rooted jumble that sounds incoherent or even barbarian to non-native speakers. This language is the only common cultural identity for humans in the frontier. Speaking this language in itself boldly declares the speaker a free spirit. Often called &#039;Gutter&#039; by Alliance citizens.&lt;br /&gt;
*est. 15.2 billion native speakers, 17.5 billion total speakers&lt;br /&gt;
*Recognized by Sol Alliance as a spoken language in 2321&lt;br /&gt;
*A &#039;rough, informal&#039; language, Freespeak is believed to have evolved in Martian slums, quickly spreading throughout the Galaxy&lt;br /&gt;
*Prominent in working class settlements across human space, also the most common language in the frontier and second most common in the outer rim of known space. One of the few frontier cultural identity pieces.&lt;br /&gt;
&lt;br /&gt;
===Old Terran Languages===&lt;br /&gt;
&lt;br /&gt;
There are still remnants of older languages in the diverse human communities, but its speakers are small, rare, stubborn enclaves that are no longer recognized by the indifferent Alliance. Remnants of older major languages include,&lt;br /&gt;
** Mandarin: 88 million speakers&lt;br /&gt;
** English: 85 million speakers&lt;br /&gt;
** Spanish: 76 million speakers&lt;br /&gt;
** Russian: 29 million speakers&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=7703</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=7703"/>
		<updated>2018-01-10T22:07:13Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
The languages of the known Galaxy are diverse. While many regional languages exist, there are few major languages which are of particular note for their large number of native speakers and status as official administrative and official species languages by governments and transtellars.&lt;br /&gt;
&lt;br /&gt;
==Human languages==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sol Common&#039;&#039;&#039; &lt;br /&gt;
With its roots in Mandarin Chinese, Common evolved as the official language of the Sol Alliance, with officials working to tie it together with a common tongue. It&#039;s spoken by state officials, taught in schools, and spoken by those who either feel a sense of national pride in the Alliance or otherwise fell sway to the culture.&lt;br /&gt;
*est. 35.3 billion native speakers, 41.5 billion total speakers.&lt;br /&gt;
*Became the Alliance&#039; official language in 2105.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tau Ceti Basic/Common&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A spiritual successor of Esperanto, established in 2404 in Tau Ceti by Ceti intellectuals. Its unique, fully customized alphabet and structure allow it to be spoken even by most alien species. It&#039;s the official language of Tau Ceti and has growing traction in diplomatic circles and Universalists across human space.&lt;br /&gt;
*est. 43.6 billion native speakers, 49.9 billion total speakers.&lt;br /&gt;
*The most common language in human space and the official language of commerce in the Sol Alliance and numerous systems &lt;br /&gt;
*Heavily promoted in non-human business schools&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tradeband&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Descended from latin and romance languages of old Earth, Tradeband remains the main tongue of the upper class of humanity. The language sounds elegant and well structured to most ears. It remains in popular use with traders, diplomats, and those seeking to hold onto a piece of a romantic past.&lt;br /&gt;
*est. 14.1 billion native speakers, 17.3 billion total speakers&lt;br /&gt;
*Gained Sol Alliance recognized legal status in 2317&lt;br /&gt;
*A &#039;flowery, elegant&#039; language, Tradeband is thought to have evolved out of a dialect of Tau Ceti Basic which traders used when bargaining for goods and negotiating prices amongst each other &lt;br /&gt;
*Prominent in systems that have historically been major centers of trade &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freespeak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A language of renegades and frontiersmen descending from various languages from Earth like Hindi combined into a multi-rooted jumble that sounds incoherent or even barbarian to non-native speakers. This language is the only common cultural identity for humans in the frontier. Speaking this language in itself boldly declares the speaker a free spirit. Often called &#039;Gutter&#039; by Alliance citizens.&lt;br /&gt;
*est. 15.2 billion native speakers, 17.5 billion total speakers&lt;br /&gt;
*Recognized by Sol Alliance as a spoken language in 2321&lt;br /&gt;
*A &#039;rough, informal&#039; language, Freespeak is believed to have evolved in Martian slums, quickly spreading throughout the Galaxy&lt;br /&gt;
*Prominent in working class settlements across human space, also the most common language in the frontier and second most common in the outer rim of known space. One of the few frontier cultural identity pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terran Languages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are still remnants of older languages in the diverse human communities, but its speakers are small, rare, stubborn enclaves that are no longer recognized by the indifferent Alliance. Remnants of older major languages include,&lt;br /&gt;
** Mandarin: 88 million speakers&lt;br /&gt;
** English: 85 million speakers&lt;br /&gt;
** Spanish: 76 million speakers&lt;br /&gt;
** Russian: 29 million speakers&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=7702</id>
		<title>Languages</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Languages&amp;diff=7702"/>
		<updated>2018-01-10T22:04:18Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
The languages of the known Galaxy are diverse. While many regional languages exist, there are few major languages which are of particular note for their large number of native speakers and status as official administrative and official species languages by governments and transtellars.&lt;br /&gt;
&lt;br /&gt;
==Human languages==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sol Common&#039;&#039;&#039; &lt;br /&gt;
With its roots in Mandarin Chinese, Common evolved as the official language of the Sol Alliance, with officials working to tie it together with a common tongue. It&#039;s spoken by state officials, taught in schools, and spoken by those who either feel a sense of national pride in the Alliance or otherwise fell sway to the culture.&lt;br /&gt;
*est. 35.3 billion native speakers, 41.5 billion total speakers.&lt;br /&gt;
*Gained Sol Alliance recognized status in 2105&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tau Ceti Basic/Common&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A spiritual successor of Esperanto, established in 2404 in Tau Ceti by Ceti intellectuals. Its unique, fully customized alphabet and structure allow it to be spoken even by most alien species. It&#039;s the official language of Tau Ceti and has growing traction in diplomatic circles and Universalists across human space.&lt;br /&gt;
*est. 43.6 billion native speakers, 49.9 billion total speakers.&lt;br /&gt;
*Gained Sol Alliance recognized status in 2146&lt;br /&gt;
*The most common language in human space and the official language of commerce in the Sol Alliance and numerous systems &lt;br /&gt;
*Heavily promoted in non-human business schools&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tradeband&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Descended from latin and romance languages of old Earth, Tradeband remains the main tongue of the upper class of humanity. The language sounds elegant and well structured to most ears. It remains in popular use with traders, diplomats, and those seeking to hold onto a piece of a romantic past.&lt;br /&gt;
*est. 14.1 billion native speakers, 17.3 billion total speakers&lt;br /&gt;
*Gained Sol Alliance recognized legal status in 2317&lt;br /&gt;
*A &#039;flowery, elegant&#039; language, Tradeband is thought to have evolved out of a dialect of Tau Ceti Basic which traders used when bargaining for goods and negotiating prices amongst each other &lt;br /&gt;
*Prominent in systems that have historically been major centers of trade &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freespeak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A language of renegades and frontiersmen descending from various languages from Earth like Hindi combined into a multi-rooted jumble that sounds incoherent or even barbarian to non-native speakers. This language is the only common cultural identity for humans in the frontier. Speaking this language in itself boldly declares the speaker a free spirit. Often called &#039;Gutter&#039; by Alliance citizens.&lt;br /&gt;
*est. 15.2 billion native speakers, 17.5 billion total speakers&lt;br /&gt;
*Recognized by Sol Alliance as a spoken language in 2321&lt;br /&gt;
*A &#039;rough, informal&#039; language, Freespeak is believed to have evolved in Martian slums, quickly spreading throughout the Galaxy&lt;br /&gt;
*Prominent in working class settlements across human space, also the most common language in the frontier and second most common in the outer rim of known space. One of the few frontier cultural identity pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terran Languages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are still remnants of older languages in the diverse human communities, but its speakers are small, rare, stubborn enclaves that are no longer recognized by the indifferent Alliance. Remnants of older major languages include,&lt;br /&gt;
** Mandarin: 88 million speakers&lt;br /&gt;
** English: 85 million speakers&lt;br /&gt;
** Spanish: 76 million speakers&lt;br /&gt;
** Russian: 29 million speakers&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=7642</id>
		<title>Unathi Military Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=7642"/>
		<updated>2018-01-07T02:27:32Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* The Navy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
The Hegemony, the primary government of the Unathi, has a military that operates under a feudal system.&lt;br /&gt;
&lt;br /&gt;
The nobility of the Unathi operate under a fuedal system of obligations and mutual protection, where Lords are granted certain priviledges. In exchange, the Lords are obligated to maintain a personal standing army to be summoned in times of war to defend the Hegemony or advance its interest. Legally, Hegemony Clans are obligated to provide 70% of their levy to the Hegemon during war. Historically this has been contained to Moghes, though in recent years, with the creation of a navy that can operate in deep space the feudal concept has expanded to include an admiralty.&lt;br /&gt;
&lt;br /&gt;
== The Army ==&lt;br /&gt;
&lt;br /&gt;
The Hegemony&#039;s primary army is a shell of its former self. The many Lords all had levy&#039;s averaging between 400 to 12,000 soldiers ready to be mobilized and deployed. The Lords would lead these armies equivalent to human Generals, with the Hegemon being the overall commander. The total combined strength of the army is believed to have been around 2.3 million men.&lt;br /&gt;
&lt;br /&gt;
Clan Lords were responsible with maintaining private retinues to defend their personal clan&#039;s holdings, or to be summoned by their greater Lord.&lt;br /&gt;
&lt;br /&gt;
Master at Arms, similar to a human Commander rank, directly lead the private retinue of a clan, which generally size between 30 - 700. They are almost, if not always, members of that Clan&#039;s immediate family.&lt;br /&gt;
&lt;br /&gt;
After the Contact War most adult fighting men have been killed, made incapable, or abandoned Moghes in the face of the growing Wasteland and many Lord&#039;s inability to pay their men. The current estimated combined levy strength of the Hegemony is believed to be between 200,000 - 300,000, most of them consolidated in the Untouched Lands save for periodic expeditions to assault bandits or other minor threats from the lawless Wastes.&lt;br /&gt;
&lt;br /&gt;
=== General Doctrine and Battle Honor ===&lt;br /&gt;
&lt;br /&gt;
Most battles are fought by infantry, as mounted units are something uncommon in modern times due to the growing use of ranged weapons in combat. When War Riders do show up, they function like human knights, using their mount to run into the enemy formation and swipe at heads or necks. They fight with war glaives and laser pistols, riding their massive, armored Warmount beasts. Threshbeasts are smaller, &#039;salamander&#039; like creatures also ridden into battle, which are lighter and thinner but are much faster than the cumbersome Warmounts.&lt;br /&gt;
&lt;br /&gt;
The Unathi have also created and field Breacher Suits, which are heavily armored EVA suits that let a single unathi function as a walking armored tank on both terrestrial surfaces and in space.&lt;br /&gt;
&lt;br /&gt;
While modern ranged weapons has been becoming more standard in the Izweski Nation, the vast majority of Unathi shun them and consider them dishonorable. Melee weapons and claws are the most important tools of battle to the vast majority of Unathi. They take extreme pride in their weapons, and there is honor of killing someone in hand to hand combat that many Unathi consider completely absent in human warfare.&lt;br /&gt;
&lt;br /&gt;
This even extends to space warfare. Despite being the youngest spacefaring species, their unpredictable and borderline suicidal tactics often take their opponents by surprise. Unathi combat vessels tend to be heavily armored at the front, with huge plasteel spears mounted on the front. The typical strategy is to turn engines to maximum power and bluespace incredibly close to a target vessel to &amp;quot;ram&amp;quot; it - often getting as close as 500 feet. Many ships can be split entirely in half by the ramming of the heavier Unathi vessels.&lt;br /&gt;
&lt;br /&gt;
With breacher suits modified to be functional in the vacuum of space, marines jettison from the unathi ship and attach themselves to the target vessel, breaching it with plasma cutters and boarding the ship with energy weapons.&lt;br /&gt;
&lt;br /&gt;
The strategy is devastating when used effectively - very few ships can withstand a Unathi boarding action because few Captains or Admirals expect such outlandish tactics to be executed with such zeal. Unfortunately for the Unathi, their tactic relies on the element of surprise or disbelief from their victim. A seasoned captain or admiral can easily counter unathi ramming actions.&lt;br /&gt;
&lt;br /&gt;
With honor, dishonor is an actual criminal crime. It&#039;s illegal to mistreat the helpless, infirm, or any prisoners taken by a soldier. The mindset is that there is nothing to prove in abusing someone at your mercy, which just becomes sadism and can stain the honor of the offender&#039;s clan. Unfortunately the behavior of Unathi Raiders and slavers in the frontier have given most people the perception that even the military of the Izweski participates in abuse or slaughter, a stereotype that the Hegemon military is growing increasingly sensitive of.&lt;br /&gt;
&lt;br /&gt;
== The Navy ==&lt;br /&gt;
&lt;br /&gt;
Currently the Hegemony has two fleets, unique in being a professional standing army rather than a collection of levys. Lord-Admirals command their individual fleets, with the human naval structure adopted to some degree. Captain&#039;s run the individual ships, with Commanders being the second in command of the ship. The navy maintains a force of 90,000 men, though it continues to grow as the Hegemony attempts to expand its power into space.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;1st Fleet&#039;&#039;&#039; is commanded by &#039;&#039;&#039;Lord-Admiral Trazarial Yizarus&#039;&#039;&#039; who leads it from the flagship HMV Cataclysm. He is a decorated war hero and famous for his unshakeable adherence to the unathi code of honor. During the succession crisis between Not&#039;Zar Izweski and S&#039;linzar Ickza, Yizarus defied Ickza and continued to support Not&#039;Zar until his eventual restoration. The 1st Fleet has the Cataclysm-class Cataclysm as its flagship, 2 Bulwarks, 3 Brawlers, and 14 Foundations.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;2nd Fleet&#039;&#039;&#039; is commanded by &#039;&#039;&#039;Admiral Oyuti Gour&#039;za&#039;&#039;&#039;. [https://forums.aurorastation.org/viewtopic.php?p=87184#p87184|He is notable for being the first commoner being appointed to such a prestigious post.] He is aggressive and highly intelligent.&lt;br /&gt;
The fleet was formerly commanded by &#039;&#039;&#039;Lord-Admiral Azikyui Yizarus&#039;&#039;&#039;, Trazarial&#039;s brother. He was known to be hot-headed and opportunistic. He supported Ickza during the crisis. Fortunately the two siblings did not come to blows and Azikyui swore fealty to Not&#039;Zar after the crisis. He got to retain command of his fleet, with everyone doing their best to gloss over the whole technical treason business. The 2nd Fleet has the Cataclysm-class Catastrophe as its flagship, 9 Bulwarks, 6 Brawlers, and 12 Foundations.&lt;br /&gt;
&lt;br /&gt;
=== Ship Classes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundation-Class&#039;&#039;&#039; ships are similar to human Corvettes. They are small vessels designed for patrol or skirmish action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brawler-Class&#039;&#039;&#039; ships are similar to human Destroyers. They are larger and better armored than Foundations. They are usually equipped with heavy mass-driver weapons and reinforced shapes at the front of the vessel designed for ramming actions. They make up the majority of the Hegemony&#039;s navy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwark-Class&#039;&#039;&#039; ships are similar to human Cruisers. They are equipped with heavy laser and ion weapons. Similar to Brawlers they are designed for ramming actions, with their large size making this action an immense threat to smaller ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hammer-Class&#039;&#039;&#039; ships are similar to human Battleships. The Hegemony does not currently possess a Hammer-class ship, favoring instead to jump immediately to the superdreadnaught class vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cataclysm-Class&#039;&#039;&#039; ships are a class of super-dreadnaught. The Hegemony possesses only one of these, it&#039;s namesake, but plans are in place to construct at least 10 more within 20 years. They are truly massive vessels, larger than any other military vessel available to the other factions save for the rusty Hiveships of the various [[Vaurca]] Hives. Despite its immense size, it is still designed to engage in ramming actions.&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=7495</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=7495"/>
		<updated>2018-01-03T08:01:07Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Life in Dominia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = X&#039;yr Vharn&#039;p&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = Tau Ceti Basic/Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|Imperial Flag of Emperor Boleslaw Keeser and the Empire.]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia was formed from an amalgamation of Unathi pirate clans and human colonists in the mid 25th century. It is made up of a multiple star systems with four key planets.  It&#039;s national motto is &amp;quot;In Their Name, So Shall It Be Done.&amp;quot; It&#039;s official language is Tau Ceti Basic and Sinta&#039;Azaziba. What is significant about Dominia is it&#039;s state religion, the &#039;&#039;&#039;Moroz Holy Tribunal&#039;&#039;&#039;, which rules alongside the Emperor and creates the laws of the land. It remains diplomatically isolated.&lt;br /&gt;
&lt;br /&gt;
=== Population and Planets ===&lt;br /&gt;
&lt;br /&gt;
The total population of the Empire is 993,583,842 based on the 2458 Census. This population is spread out over the nation&#039;s 4 planets. &lt;br /&gt;
&lt;br /&gt;
====Dominia====&lt;br /&gt;
The capital planet the Empire with roughly 300 million residents. The planet is largely dominated by its large polar circle which encompasses around 70% of the planets surface. Most settlements are dotted around the equator of the world, though some outer villages and towns are located in the sparse, frigid northern regions. The citizens of these arctic regions are known for their endurance and survival skills causing many to be recruited into the Imperial Army. In recent years efforts have been made to reclaim the polar regions with the use of large Echelon Mirrors, large constructions which direct heat and sunlight into their local surrounding areas. These melt zones are then settled and cultivated. There is a growing rift between the &#039;original&#039; inhabitants of the polar regions who&#039;s rugged, survivalist lifestyle is being replaced by the more &#039;cushy&#039; urban migrants. Dominia is also home to the prestigious &amp;quot;Juro School of Genetics and Bio-Sciences&amp;quot;, a University focusing on genetic research and cross-species biology.&lt;br /&gt;
&lt;br /&gt;
A Specific Faction of [[Freedom]], the Extrastellar Travel Union, calls this system home, usually on Dominia. A desire to break the bluespace monopoly held by Nanotrasen, and a few other corporations is their primary goal.&lt;br /&gt;
&lt;br /&gt;
====Spartan====&lt;br /&gt;
The second most inhabited planet with 300 million people, Spartan has a thin but breathable atmosphere and largely unstable crust. It suffers from frequent natural disasters from earthquakes and volcanoes. Despite the violent geology making permanent habitation dangerous, the unstable crust contains an incredibly rich source of minerals and valuable ores that form the backbone of the local economy. &lt;br /&gt;
&lt;br /&gt;
====Alterum Magnum====&lt;br /&gt;
Carrying around 200 million people, Alterum Magnum is one of the more recent additions to the Empire. Featuring a diverse biosphere and an environment similar to Earths, the planets populations is rapidly growing after coming under Imperial control around two years ago. After a proper government administration was established, surveys revealed that the planet may have been terraformed in the ancient past. Due to the secretive nature of the Imperial government there are no methods of confirming these claims by the government.&lt;br /&gt;
&lt;br /&gt;
===Ignotum Balteum===&lt;br /&gt;
The least populated world in the Empire with 100 millions subjects, Ignotum Balteum is a dry world with a mixed climate of savannas, deserts and arid polar regions. Many Unathi are known to dwell here and the Moroz Holy Tribunal&#039;s power is at it&#039;s most potent. The Tribunal&#039;s influence here can even surpass the Emperors imperial will in some cases.&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
&lt;br /&gt;
Dominia uses the Galactic Credit like the rest of the galaxy, but to SolGov&#039;s frustration the system continues to use its own Imperial Pound as a local currency. &lt;br /&gt;
&lt;br /&gt;
The standard of living is extremely stratified. There is an extremely large underclass of the poor underneath a small caste of extremely wealthy land-owners. Dominia has an extremely small, stagnant middle class with limited economic mobility. Many companies in the system are styled after [[Unathi]] Guilds.&lt;br /&gt;
&lt;br /&gt;
==Societal==&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 30% Tertiaries&lt;br /&gt;
* 25% Secondaries &lt;br /&gt;
* 20% Primaries&lt;br /&gt;
* 15% Other (Humans of other heritage)&lt;br /&gt;
* 6% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
* 4% Unathi&lt;br /&gt;
&lt;br /&gt;
The state religion is the [[Moroz Holy Tribunal]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGovernment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ethnicity in the Empire ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primaries===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Primaries&amp;quot; make up the third largest portion of the population and the majority of the nobility. Though sharing the same heritage as the &amp;quot;Secondaries&amp;quot; the &amp;quot;Primaries&amp;quot; were part of a colonial breeding program in the early days of Moroz and are therefore physcially quite different to their lower class cousins.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 30 - 50 &lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;9&amp;quot; - 6&#039;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;8&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Various shades of blue or brown eyes&lt;br /&gt;
&lt;br /&gt;
Blonde to brown hair of various shades&lt;br /&gt;
&lt;br /&gt;
Dominian Unathi also fall into the category of &amp;quot;Clan-Primaries&amp;quot;. &#039;&#039;&#039;They are usually descendents of the former pirate clans that held dominian over the area many years ago&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skin Tone: Shades of dark green (RBG 0,90,0)&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 6&#039;0&amp;quot; to 7&#039;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;9&amp;quot; to 6&#039;8&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Eye colour shades of dark red.&lt;br /&gt;
&lt;br /&gt;
===Secondaries===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Secondaries&amp;quot; make up the second largest portion of the population. &#039;&#039;&#039;They are descended from colonials from Europe and East Asia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 1 - 15&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;1&amp;quot; - 5&#039;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eyes dark brown to black&lt;br /&gt;
&lt;br /&gt;
Hair black or dark brown&lt;br /&gt;
&lt;br /&gt;
===Tertiaries===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tertiaries&amp;quot; make up the largest portion of the population and are the lowest class, usually slaves or serfs. &#039;&#039;&#039;They are descended from conquered colonies and as such have a wide range of colonial heritages&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: Any&lt;br /&gt;
&lt;br /&gt;
Average Male Height: Any&lt;br /&gt;
&lt;br /&gt;
Average Female Height: Any&lt;br /&gt;
&lt;br /&gt;
Dark hair&lt;br /&gt;
&lt;br /&gt;
Various shades of brown eyes&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
Dominia operates as a feudal empire similar to the Izweski Hegemony, but far more radical and centralized in design.&lt;br /&gt;
&lt;br /&gt;
====Imperial Cabinet====&lt;br /&gt;
Acting as the executive cabinet, this branch of government exists to exert the will of the Emperor. Almost all major political posts are controlled by &#039;&#039;&#039;Emperor Boleslaw Keeser&#039;&#039;&#039;. Under him is his Imperial Cabinet, made up of:&lt;br /&gt;
&lt;br /&gt;
*High Lord General of the Army: Kasz Han&#039;San&lt;br /&gt;
*High Lord Admiral of the Navy: Maxim Zhao&lt;br /&gt;
*Seneschal of Diplomatic Affairs: Ngo Juric&lt;br /&gt;
&lt;br /&gt;
====Legislature====&lt;br /&gt;
Dominated by a small group of extremely wealthy landowners, the Religious Tribunal functions to draft new laws and regulations for the Empire. The Religious Tribunal is made up of 4 representatives from each world.&lt;br /&gt;
&lt;br /&gt;
====Judicial====&lt;br /&gt;
The Imperial Court has 12 seats, 3 for each world. It operates as the Supreme Court of the Empire. Each member serves for life. It functions to clarify the laws of the Empire, evaluate the legality of any edicts by the Emperor, and punish lawbreakers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDHistory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&#039;&#039;&#039;X&#039;yr Vharn&#039;p&#039;&#039;&#039; was discovered by a human bounty hunter vessel chasing a small pirate Vox fleet in 2399. The extent of the battle is unknown, but the bounty hunters did say is that the vox used this system as a store for their stolen goods. The name of the system was discovered to derive from the Vox word for Hidden Treasure - &amp;quot;X&#039;yr Vharn&#039;p&amp;quot;. In 2408 an ambitious explorer re-discovered the system within local star archives and after a long study of the system financed and formed a colony on the planet &#039;&#039;&#039;Moroz&#039;&#039;&#039;, now known as &#039;&#039;&#039;Dominia&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
At the time, the only major settlement was &#039;&#039;&#039;Nova Luxembourg&#039;&#039;&#039; which mostly prospered in its independent, if reclusive society, forming the Constitutional Moroz Republic. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2438&#039;&#039;&#039;, the colony, which had only a small militia, was attacked by an ambitious unathi pirate clan. The former government was defeated and quickly surrendered. The Unathi promptly replaced the government with what resembled a classic Unathi hierarchy, introducing the religion of [[Unathi_Religion#Sk.27akh|Sk&#039;ath]]. In &#039;&#039;&#039;2444&#039;&#039;&#039; the Unathi clan leaders were overthrown by a rebellious group of Unathi and humans that went on to found the &#039;Holy Tribunal of Moroz&#039; and the Empire. Due to the exposure of the Unathi religious concepts, the new religion blends the human and Unathi faiths into a new hybrid. Unathi and human citizens live side by side as true citizens where as other aliens are largely considered second class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brief Timeline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2399 : Discovery of the X&#039;yr Vharn&#039;p system by the human bounty hunter Vakaris Birstonas&lt;br /&gt;
&lt;br /&gt;
2408 : Survey of the system and discoveries of &amp;quot;Ballast&amp;quot; (Dominia) by Patrik Häkkinen, follow by the first wave of colonist.&lt;br /&gt;
&lt;br /&gt;
2409 : Foundation of Nova Luxembourg and the Constitutional Republic of Ballast&lt;br /&gt;
&lt;br /&gt;
2410 : Foundation of Forêt-en-Lisière&lt;br /&gt;
&lt;br /&gt;
2411 : Foundation of Ondergaandezon and Schnéi Creek&lt;br /&gt;
&lt;br /&gt;
2413 : Foundation of Domum&lt;br /&gt;
&lt;br /&gt;
2414 : Foundation of Nova Alpinae&lt;br /&gt;
&lt;br /&gt;
2416 : Foundation of Nouvelle Alsace-Loraine&lt;br /&gt;
&lt;br /&gt;
2433 : Major protests against the president of Ballast, Lorin Zeiter &lt;br /&gt;
&lt;br /&gt;
2435 : A protests against the president turn violent, 77 Dead and 403 Wounded reported&lt;br /&gt;
&lt;br /&gt;
2438 : Invasion of the planet by a Unathi group in a stolen transport from Dominia and foundation of the Hierarchy of Ballast a classic Unathy hierarchy&lt;br /&gt;
&lt;br /&gt;
2439 : Redraw of the clan leader S&#039;kraskin Seryo and appointed a new leader, Boleslaw Keeser, the following years Boleslaw Keeser reform the government into the one of today and the planet been rename Dominia&lt;br /&gt;
&lt;br /&gt;
2440 : Investment into the 7 major city and creation of the Imperial Railroad which link every major city together for faster transportation&lt;br /&gt;
&lt;br /&gt;
2443 : Creation and first gladiator fight on the planet, creation of the outpost on the moon of Dominia&lt;br /&gt;
&lt;br /&gt;
2449 : Attack by the pirate fleet &amp;quot;The Corsairs of the Eternal Raid&amp;quot;, follow by a stale mate and a treaty between the emperor and the captain who call himself &amp;quot;War Sentinel&amp;quot;, creation of the The Ally Communication Department&lt;br /&gt;
&lt;br /&gt;
2450 : Creation of the &amp;quot;Coalition against Dominian Piracy&amp;quot; by frontier colonies after the previous announcement by Dominia to work with some distinct pirate groups if anyone attacks Dominia&lt;br /&gt;
&lt;br /&gt;
2455 : Dominia announced no partnership with NanoTrasen is ever gonna happen (citizens can still work for NT but NT isn&#039;t allow in territory own by Dominia)&lt;br /&gt;
&lt;br /&gt;
2456 : Dominia denounced Nanotrasen releasing documents of possible sentient mistreatment and experimentation in remote stations in the frontier, NT answered that the accusation are false and the document fabricated&lt;br /&gt;
&lt;br /&gt;
Early 2457 : The &amp;quot;Coalition against Dominia Piracy&amp;quot; embargo Dominia&lt;br /&gt;
&lt;br /&gt;
===Life in Dominia===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noble&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The elite of the Empire, members of the nobility enjoy the finest comforts and opportunities. Divided into Noble Houses or Clan Houses, these classes are a hybrid form of Unathi clans and Human dynasties. Each Noble House is ruled by a &amp;quot;Lord Noble&amp;quot; below whom sits the &amp;quot;Minor Lords&amp;quot; followed by the &amp;quot;House Nobles&amp;quot; and finally the &amp;quot;Minor Nobles&amp;quot; on the bottom rung. All Noble Houses have a number of serfs allocated to them dependant on their perceived importance to the Empire alongside their relationship with the Emperor or the Tribunal. These serfs are then further distributed down the &amp;quot;chain&amp;quot; by the Lord Noble of the House. Many Nobles also choose to own slaves. All Nobles of a House share the same last name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freeman/Free Citizen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What one might consider the average citizenry, these citizens are either born into being a freeman or an immigrant into Dominia. Able to own property and take part in elections the variations on Freeman life are numerous and dependant on the planet or nation in which they dwell. It is not uncommon for these citizens to be adopted into the noble clans or houses as lesser nobility. This is usually based on demonstrating some use to the clan or house in question or through cronyism.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Essentially having the rights of medieval European serfs, they are a step above slaves on the social scale. Most serfs are born into their serfdom and are allocated by the Emperor to a noble house or clan on coming of age, a variable time frame based on planet and nation. Serfdom also stands as a replacement for the traditional Unathi practice of &amp;quot;The Guwan&amp;quot;. When a Dominian citizen dishonors his clan or house, they can be stripped of all titles and assets by their Clan Lord/Lord Noble and relegated to a life of serfdom. Serfs are assigned weekly, monthly and yearly quotas by their masters which, if not achieved, can lead to punishment ranging from reduced rations to severe beatings. Achieving or exceeding quotas on the other hand allows the serf to be entered into the &amp;quot;Serf Lottery&amp;quot; provided by the Moroz Holy Tribunal in the Emperors name in which they can potentially be granted freedom and the rank of &#039;Freeman&#039; or &#039;Free Citizen&#039; with the approval of their master. Lottery winnings are not uncommon and most serfs attribute their luck to being blessed by God through the Tribunal. Serfs are theoretically protected from murder and other violent crimes perpetuated by their masters due to the virtue of belonging to the Emperor by law, however in practice serfs attempting to exercise these rights to protection tend to have great difficulty due to their social status. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribunal Commandos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An evolution of the Unathi concept of ‘Guwandi’; in the event that a citizen becomes mortally ill, finds themselves lacking the pride, honor, drive to live or has simply become tired of their lot in life, they will give up their possessions and join the religious &amp;quot;Tribunal Commandos&amp;quot;, an irregular military force of near suicidal warriors. Acting as a vanguard force to soften up targets or as distractions, members of the Commandos are expected to die. Like ‘Guwandi’ it is possible for a citizen to regain their honor whilst serving in the unit and be released from service and accepted into their clan, house or into a new found lease of life. It is not uncommon for young men and women with no real prospects to join the Tribunal Commandos to prove their worth to their families or themselves. A Commando who survives an engagement is awarded a square, bronze battle medal. When ten are accrued the soldier is offered the choice to remain within the Commandos or be honorably discharged, keeping his medals. A soldier who survives ten engagements is very uncommon.&lt;br /&gt;
&lt;br /&gt;
===Synth Relations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I&#039;m real! Just like any of you! Please God save me! I&#039;m real!&amp;quot; Last words of Shell IPC T2332 aka Lì Olesk before permanent shut down, praise God.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dominia is highly anti-synth, as such any and all IPC&#039;s are sought out and destroyed upon entering Dominia space. Interestingly to observers, there seems to be a disproportionately high number of shell IPC&#039;s present in the sector compared to those beliefs. Special task forces have been set up under Section 0 to tackle this perceived threat to Dominia yet it is still not unknown for shells to flee the system in search of protection.&lt;br /&gt;
&lt;br /&gt;
===Edict Breakers===&lt;br /&gt;
&lt;br /&gt;
Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominia space. Due to the nature of the Empire, indepth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominia subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominia space however, due to the nature of The Thirty Third Edict, subjects of Dominia usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominia space under their own volition for judgment. This usually devolves into near passive-harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the law breaker and it&#039;s not uncommon for them to take their own lives or allow themselves to be returned to Dominia for judgment and inevitable execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=7494</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=7494"/>
		<updated>2018-01-03T07:23:32Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Sub Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = X&#039;yr Vharn&#039;p&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = Tau Ceti Basic/Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|Imperial Flag of Emperor Boleslaw Keeser and the Empire.]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia was formed from an amalgamation of Unathi pirate clans and human colonists in the mid 25th century. It is made up of a multiple star systems with four key planets.  It&#039;s national motto is &amp;quot;In Their Name, So Shall It Be Done.&amp;quot; It&#039;s official language is Tau Ceti Basic and Sinta&#039;Azaziba. What is significant about Dominia is it&#039;s state religion, the &#039;&#039;&#039;Moroz Holy Tribunal&#039;&#039;&#039;, which rules alongside the Emperor and creates the laws of the land. It remains diplomatically isolated.&lt;br /&gt;
&lt;br /&gt;
=== Population and Planets ===&lt;br /&gt;
&lt;br /&gt;
The total population of the Empire is 993,583,842 based on the 2458 Census. This population is spread out over the nation&#039;s 4 planets. &lt;br /&gt;
&lt;br /&gt;
====Dominia====&lt;br /&gt;
The capital planet the Empire with roughly 300 million residents. The planet is largely dominated by its large polar circle which encompasses around 70% of the planets surface. Most settlements are dotted around the equator of the world, though some outer villages and towns are located in the sparse, frigid northern regions. The citizens of these arctic regions are known for their endurance and survival skills causing many to be recruited into the Imperial Army. In recent years efforts have been made to reclaim the polar regions with the use of large Echelon Mirrors, large constructions which direct heat and sunlight into their local surrounding areas. These melt zones are then settled and cultivated. There is a growing rift between the &#039;original&#039; inhabitants of the polar regions who&#039;s rugged, survivalist lifestyle is being replaced by the more &#039;cushy&#039; urban migrants. Dominia is also home to the prestigious &amp;quot;Juro School of Genetics and Bio-Sciences&amp;quot;, a University focusing on genetic research and cross-species biology.&lt;br /&gt;
&lt;br /&gt;
A Specific Faction of [[Freedom]], the Extrastellar Travel Union, calls this system home, usually on Dominia. A desire to break the bluespace monopoly held by Nanotrasen, and a few other corporations is their primary goal.&lt;br /&gt;
&lt;br /&gt;
====Spartan====&lt;br /&gt;
The second most inhabited planet with 300 million people, Spartan has a thin but breathable atmosphere and largely unstable crust. It suffers from frequent natural disasters from earthquakes and volcanoes. Despite the violent geology making permanent habitation dangerous, the unstable crust contains an incredibly rich source of minerals and valuable ores that form the backbone of the local economy. &lt;br /&gt;
&lt;br /&gt;
====Alterum Magnum====&lt;br /&gt;
Carrying around 200 million people, Alterum Magnum is one of the more recent additions to the Empire. Featuring a diverse biosphere and an environment similar to Earths, the planets populations is rapidly growing after coming under Imperial control around two years ago. After a proper government administration was established, surveys revealed that the planet may have been terraformed in the ancient past. Due to the secretive nature of the Imperial government there are no methods of confirming these claims by the government.&lt;br /&gt;
&lt;br /&gt;
===Ignotum Balteum===&lt;br /&gt;
The least populated world in the Empire with 100 millions subjects, Ignotum Balteum is a dry world with a mixed climate of savannas, deserts and arid polar regions. Many Unathi are known to dwell here and the Moroz Holy Tribunal&#039;s power is at it&#039;s most potent. The Tribunal&#039;s influence here can even surpass the Emperors imperial will in some cases.&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
&lt;br /&gt;
Dominia uses the Galactic Credit like the rest of the galaxy, but to SolGov&#039;s frustration the system continues to use its own Imperial Pound as a local currency. &lt;br /&gt;
&lt;br /&gt;
The standard of living is extremely stratified. There is an extremely large underclass of the poor underneath a small caste of extremely wealthy land-owners. Dominia has an extremely small, stagnant middle class with limited economic mobility. Many companies in the system are styled after [[Unathi]] Guilds.&lt;br /&gt;
&lt;br /&gt;
==Societal==&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 30% Tertiaries&lt;br /&gt;
* 25% Secondaries &lt;br /&gt;
* 20% Primaries&lt;br /&gt;
* 15% Other (Humans of other heritage)&lt;br /&gt;
* 6% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
* 4% Unathi&lt;br /&gt;
&lt;br /&gt;
The state religion is the [[Moroz Holy Tribunal]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGovernment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ethnicity in the Empire ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primaries===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Primaries&amp;quot; make up the third largest portion of the population and the majority of the nobility. Though sharing the same heritage as the &amp;quot;Secondaries&amp;quot; the &amp;quot;Primaries&amp;quot; were part of a colonial breeding program in the early days of Moroz and are therefore physcially quite different to their lower class cousins.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 30 - 50 &lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;9&amp;quot; - 6&#039;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;8&amp;quot; - 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Various shades of blue or brown eyes&lt;br /&gt;
&lt;br /&gt;
Blonde to brown hair of various shades&lt;br /&gt;
&lt;br /&gt;
Dominian Unathi also fall into the category of &amp;quot;Clan-Primaries&amp;quot;. &#039;&#039;&#039;They are usually descendents of the former pirate clans that held dominian over the area many years ago&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skin Tone: Shades of dark green (RBG 0,90,0)&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 6&#039;0&amp;quot; to 7&#039;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;9&amp;quot; to 6&#039;8&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Eye colour shades of dark red.&lt;br /&gt;
&lt;br /&gt;
===Secondaries===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Secondaries&amp;quot; make up the second largest portion of the population. &#039;&#039;&#039;They are descended from colonials from Europe and East Asia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 1 - 15&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;1&amp;quot; - 5&#039;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eyes dark brown to black&lt;br /&gt;
&lt;br /&gt;
Hair black or dark brown&lt;br /&gt;
&lt;br /&gt;
===Tertiaries===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tertiaries&amp;quot; make up the largest portion of the population and are the lowest class, usually slaves or serfs. &#039;&#039;&#039;They are descended from conquered colonies and as such have a wide range of colonial heritages&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: Any&lt;br /&gt;
&lt;br /&gt;
Average Male Height: Any&lt;br /&gt;
&lt;br /&gt;
Average Female Height: Any&lt;br /&gt;
&lt;br /&gt;
Dark hair&lt;br /&gt;
&lt;br /&gt;
Various shades of brown eyes&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
Dominia operates as a feudal empire similar to the Izweski Hegemony, but far more radical and centralized in design.&lt;br /&gt;
&lt;br /&gt;
====Imperial Cabinet====&lt;br /&gt;
Acting as the executive cabinet, this branch of government exists to exert the will of the Emperor. Almost all major political posts are controlled by &#039;&#039;&#039;Emperor Boleslaw Keeser&#039;&#039;&#039;. Under him is his Imperial Cabinet, made up of:&lt;br /&gt;
&lt;br /&gt;
*High Lord General of the Army: Kasz Han&#039;San&lt;br /&gt;
*High Lord Admiral of the Navy: Maxim Zhao&lt;br /&gt;
*Seneschal of Diplomatic Affairs: Ngo Juric&lt;br /&gt;
&lt;br /&gt;
====Legislature====&lt;br /&gt;
Dominated by a small group of extremely wealthy landowners, the Religious Tribunal functions to draft new laws and regulations for the Empire. The Religious Tribunal is made up of 4 representatives from each world.&lt;br /&gt;
&lt;br /&gt;
====Judicial====&lt;br /&gt;
The Imperial Court has 12 seats, 3 for each world. It operates as the Supreme Court of the Empire. Each member serves for life. It functions to clarify the laws of the Empire, evaluate the legality of any edicts by the Emperor, and punish lawbreakers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDHistory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&#039;&#039;&#039;X&#039;yr Vharn&#039;p&#039;&#039;&#039; was discovered by a human bounty hunter vessel chasing a small pirate Vox fleet in 2399. The extent of the battle is unknown, but the bounty hunters did say is that the vox used this system as a store for their stolen goods. The name of the system was discovered to derive from the Vox word for Hidden Treasure - &amp;quot;X&#039;yr Vharn&#039;p&amp;quot;. In 2408 an ambitious explorer re-discovered the system within local star archives and after a long study of the system financed and formed a colony on the planet &#039;&#039;&#039;Moroz&#039;&#039;&#039;, now known as &#039;&#039;&#039;Dominia&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
At the time, the only major settlement was &#039;&#039;&#039;Nova Luxembourg&#039;&#039;&#039; which mostly prospered in its independent, if reclusive society, forming the Constitutional Moroz Republic. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2438&#039;&#039;&#039;, the colony, which had only a small militia, was attacked by an ambitious unathi pirate clan. The former government was defeated and quickly surrendered. The Unathi promptly replaced the government with what resembled a classic Unathi hierarchy, introducing the religion of [[Unathi_Religion#Sk.27akh|Sk&#039;ath]]. In &#039;&#039;&#039;2444&#039;&#039;&#039; the Unathi clan leaders were overthrown by a rebellious group of Unathi and humans that went on to found the &#039;Holy Tribunal of Moroz&#039; and the Empire. Due to the exposure of the Unathi religious concepts, the new religion blends the human and Unathi faiths into a new hybrid. Unathi and human citizens live side by side as true citizens where as other aliens are largely considered second class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brief Timeline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2399 : Discovery of the X&#039;yr Vharn&#039;p system by the human bounty hunter Vakaris Birstonas&lt;br /&gt;
&lt;br /&gt;
2408 : Survey of the system and discoveries of &amp;quot;Ballast&amp;quot; (Dominia) by Patrik Häkkinen, follow by the first wave of colonist.&lt;br /&gt;
&lt;br /&gt;
2409 : Foundation of Nova Luxembourg and the Constitutional Republic of Ballast&lt;br /&gt;
&lt;br /&gt;
2410 : Foundation of Forêt-en-Lisière&lt;br /&gt;
&lt;br /&gt;
2411 : Foundation of Ondergaandezon and Schnéi Creek&lt;br /&gt;
&lt;br /&gt;
2413 : Foundation of Domum&lt;br /&gt;
&lt;br /&gt;
2414 : Foundation of Nova Alpinae&lt;br /&gt;
&lt;br /&gt;
2416 : Foundation of Nouvelle Alsace-Loraine&lt;br /&gt;
&lt;br /&gt;
2433 : Major protests against the president of Ballast, Lorin Zeiter &lt;br /&gt;
&lt;br /&gt;
2435 : A protests against the president turn violent, 77 Dead and 403 Wounded reported&lt;br /&gt;
&lt;br /&gt;
2438 : Invasion of the planet by a Unathi group in a stolen transport from Dominia and foundation of the Hierarchy of Ballast a classic Unathy hierarchy&lt;br /&gt;
&lt;br /&gt;
2439 : Redraw of the clan leader S&#039;kraskin Seryo and appointed a new leader, Boleslaw Keeser, the following years Boleslaw Keeser reform the government into the one of today and the planet been rename Dominia&lt;br /&gt;
&lt;br /&gt;
2440 : Investment into the 7 major city and creation of the Imperial Railroad which link every major city together for faster transportation&lt;br /&gt;
&lt;br /&gt;
2443 : Creation and first gladiator fight on the planet, creation of the outpost on the moon of Dominia&lt;br /&gt;
&lt;br /&gt;
2449 : Attack by the pirate fleet &amp;quot;The Corsairs of the Eternal Raid&amp;quot;, follow by a stale mate and a treaty between the emperor and the captain who call himself &amp;quot;War Sentinel&amp;quot;, creation of the The Ally Communication Department&lt;br /&gt;
&lt;br /&gt;
2450 : Creation of the &amp;quot;Coalition against Dominian Piracy&amp;quot; by frontier colonies after the previous announcement by Dominia to work with some distinct pirate groups if anyone attacks Dominia&lt;br /&gt;
&lt;br /&gt;
2455 : Dominia announced no partnership with NanoTrasen is ever gonna happen (citizens can still work for NT but NT isn&#039;t allow in territory own by Dominia)&lt;br /&gt;
&lt;br /&gt;
2456 : Dominia denounced Nanotrasen releasing documents of possible sentient mistreatment and experimentation in remote stations in the frontier, NT answered that the accusation are false and the document fabricated&lt;br /&gt;
&lt;br /&gt;
Early 2457 : The &amp;quot;Coalition against Dominia Piracy&amp;quot; embargo Dominia&lt;br /&gt;
&lt;br /&gt;
===Life in Dominia===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noble&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The elite of the Empire, members of the nobility enjoy the finest comforts and opportunities. Divided into Noble Houses or Clan Houses, these classes are a hybrid form of Unathi clans and Human dynasties. Each Noble House is ruled by a &amp;quot;Lord Noble&amp;quot; below whom sits the &amp;quot;Minor Lords&amp;quot; followed by the &amp;quot;House Nobles&amp;quot; and finally the &amp;quot;Minor Nobles&amp;quot; on the bottom rung. All Noble Houses have a number of serfs allocated to them dependant on their perceived importance to the Empire alongside their relationship with the Emperor or the Tribunal. These serfs are then further distributed down the &amp;quot;chain&amp;quot; by the Lord Noble of the House. Many Nobles also choose to own slaves. All Nobles of a House share the same last name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Freeman/Free Citizen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What one might consider the average citizenry, these citizens are either born into being a freeman or an immigrant into Dominia. Able to own property and take part in elections the variations on Freeman life are numerous and dependant on the planet or nation in which they dwell. It is not uncommon for these citizens to be adopted into the noble clans or houses as lesser nobility. This is usually based on demonstrating some use to the clan or house in question or through cronyism.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serf&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Essentially having the rights of medieval European serfs, they are a step above slaves on the social scale. Most serfs are born into their serfdom and are allocated by the Emperor to a noble house or clan on coming of age, a variable time frame based on planet and nation. Serfdom also stands as a replacement for the traditional Unathi practice of &amp;quot;The Guwan&amp;quot;. When a Dominian citizen dishonors his clan or house, they can be stripped of all titles and assets by their Clan Lord/Lord Noble and relegated to a life of serfdom. Serfs are assigned weekly, monthly and yearly quotas by their masters which, if not achieved, can lead to punishment ranging from reduced rations to severe beatings. Achieving or exceeding quotas on the other hand allows the serf to be entered into the &amp;quot;Serf Lottery&amp;quot; provided by the Moroz Holy Tribunal in the Emperors name in which they can potentially be granted freedom and the rank of &#039;Freeman&#039; or &#039;Free Citizen&#039; with the approval of their master. Lottery winnings are not uncommon and most serfs attribute their luck to being blessed by God through the Tribunal. Serfs are theoretically protected from murder and other violent crimes perpetuated by their masters due to the virtue of belonging to the Emperor by law, however in practice serfs attempting to exercise these rights to protection tend to have great difficulty due to their social status. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Almost every slave in Dominia space is made up of either citizens of conquered states who refused to adopt Dominian rule/were unfortunate to be selected for slavery or spoils brought in by the pirates that frequently visit and sell their goods within the Empire. Slaves, as in most eras, are viewed in Dominia as literal property and are protected under the same laws which protect the assets of citizens, in the sense that kidnapping a slave would be treated as theft and murdering a slave would be treated as vandalism, with severity of punishment largely based on the value of the slave and the social status of the citizen who owns/owned said slave. Slaves are instantly identifiable by the slave collars they are forced to wear. These devices contain a micro- explosive situated at the base of the neck which detonates when the collar is tampered with or the collar is remotely activated by either the slaves owner or the local police.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribunal Commandos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An evolution of the Unathi concept of ‘Guwandi’; in the event that a citizen becomes mortally ill, finds themselves lacking the pride, honor, drive to live or has simply become tired of their lot in life, they will give up their possessions and join the religious &amp;quot;Tribunal Commandos&amp;quot;, an irregular military force of near suicidal warriors. Acting as a vanguard force to soften up targets or as distractions, members of the Commandos are expected to die. Like ‘Guwandi’ it is possible for a citizen to regain their honor whilst serving in the unit and be released from service and accepted into their clan, house or into a new found lease of life. It is not uncommon for young men and women with no real prospects to join the Tribunal Commandos to prove their worth to their families or themselves. A Commando who survives an engagement is awarded a square, bronze battle medal. When ten are accrued the soldier is offered the choice to remain within the Commandos or be honorably discharged, keeping his medals. A soldier who survives ten engagements is very uncommon.&lt;br /&gt;
&lt;br /&gt;
===Synth Relations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I&#039;m real! Just like any of you! Please God save me! I&#039;m real!&amp;quot; Last words of Shell IPC T2332 aka Lì Olesk before permanent shut down, praise God.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dominia is highly anti-synth, as such any and all IPC&#039;s are sought out and destroyed upon entering Dominia space. Interestingly to observers, there seems to be a disproportionately high number of shell IPC&#039;s present in the sector compared to those beliefs. Special task forces have been set up under Section 0 to tackle this perceived threat to Dominia yet it is still not unknown for shells to flee the system in search of protection.&lt;br /&gt;
&lt;br /&gt;
===Edict Breakers===&lt;br /&gt;
&lt;br /&gt;
Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominia space. Due to the nature of the Empire, indepth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominia subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominia space however, due to the nature of The Thirty Third Edict, subjects of Dominia usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominia space under their own volition for judgment. This usually devolves into near passive-harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the law breaker and it&#039;s not uncommon for them to take their own lives or allow themselves to be returned to Dominia for judgment and inevitable execution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=7429</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=7429"/>
		<updated>2017-12-28T07:55:16Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* The Guwan */&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 = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Unathi 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, excluding the ones on the belly, armpits and groin. 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;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities unheard of on Moghes.&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;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&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;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, mice, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&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 affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&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.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty 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;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&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 an 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 ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouere are identical.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length.&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social 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 leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &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 friendship with them, but some Unathi are more permissive than others. 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;
For most Unathi being seen speaking to a Guwan 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;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, 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;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&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;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[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 2100&#039;s 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;
&lt;br /&gt;
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 their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which 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 Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&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 many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:MoghesCities.png|thumb|alt=Gun emplacements.|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere 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 Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more liberal than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in 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. More information can be found [[Unathi Religion|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.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. 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 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;
[[File:IzweskiFamily.png|thumb|The immediate members of the Royal Family.]]&lt;br /&gt;
&lt;br /&gt;
After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, Not&#039;Zar Izweski, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&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.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
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;
====Ouerean====&lt;br /&gt;
The Ouerean Government used to made up of a Colonial Government with a human Governor and Skrellian advisors and mayors. Since the Hegemony regained control of the planet, it is overseen by an &#039;&#039;&#039;Overlord&#039;&#039;&#039;, who is currently &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039;. The native Ourean unathi elders have created an administrative council to help rule under the Overlord, and there is an attempt to blend the law codes of the former Colonial rulers and ancient code of honour of the Moghean Unathi.&lt;br /&gt;
&lt;br /&gt;
The planet is struggling economically as it deals with reintegration into the Hegemony as well as a growing refugee crisis. The Izweski on Moghes have been attempting to ship as many refugees from the Wasteland to Ourea as possible, causing the population to skyrocket. Many Ourean 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;
Many humans still reside on Ourea, and the planet is much more mixed than Moghes. There is also difficulty in integrating the previous republican planet into the Unathi system of vassalage and appointment - many Representatives and mayors lost their positions.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&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 Hegemony.&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 capitalism. 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 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 Unathi city to have a shuttleport 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;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally 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;
===The Guwan===&lt;br /&gt;
&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.&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;
Many Guwan 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, Guwan 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 that the guwan of 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 his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is 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;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&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 fufill 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 Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. 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. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=7383</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=7383"/>
		<updated>2017-12-22T18:37:50Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: added GST links&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Unathi 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, excluding the ones on the belly, armpits and groin. 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;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities unheard of on Moghes.&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;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&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;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, mice, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&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 affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&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.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty 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;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&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 an 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 ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouere are identical.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length.&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social 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 leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &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 friendship with them, but some Unathi are more permissive than others. 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;
For most Unathi being seen speaking to a Guwan 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;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, 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;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&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;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[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 2100&#039;s 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;
&lt;br /&gt;
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 their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which 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 Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&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 many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:MoghesCities.png|thumb|alt=Gun emplacements.|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere 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 Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more liberal than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in 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. More information can be found [[Unathi Religion|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.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. 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 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;
[[File:IzweskiFamily.png|thumb|The immediate members of the Royal Family.]]&lt;br /&gt;
&lt;br /&gt;
After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, Not&#039;Zar Izweski, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&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.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
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;
====Ouerean====&lt;br /&gt;
The Ouerean Government used to made up of a Colonial Government with a human Governor and Skrellian advisors and mayors. Since the Hegemony regained control of the planet, it is overseen by an &#039;&#039;&#039;Overlord&#039;&#039;&#039;, who is currently &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039;. The native Ourean unathi elders have created an administrative council to help rule under the Overlord, and there is an attempt to blend the law codes of the former Colonial rulers and ancient code of honour of the Moghean Unathi.&lt;br /&gt;
&lt;br /&gt;
The planet is struggling economically as it deals with reintegration into the Hegemony as well as a growing refugee crisis. The Izweski on Moghes have been attempting to ship as many refugees from the Wasteland to Ourea as possible, causing the population to skyrocket. Many Ourean 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;
Many humans still reside on Ourea, and the planet is much more mixed than Moghes. There is also difficulty in integrating the previous republican planet into the Unathi system of vassalage and appointment - many Representatives and mayors lost their positions.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&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 Hegemony.&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 capitalism. 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 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 Unathi city to have a shuttleport 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;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally 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;
===The Guwan===&lt;br /&gt;
&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.&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;
Many Guwan 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;
Notably, Guwan 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 that the guwan of 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 his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is 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;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&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 fufill 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 Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. 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. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=7382</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=7382"/>
		<updated>2017-12-22T18:31:31Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}The year is [[Timeline| 2459 CE (Common Era)]] in [[Galactic Standard Time]], and since the late 21st century, [[Timeline of Humanity|Humanity]] has been spreading out among the stars. Leaving behind their homeworld of [[Earth]], humans proliferated throughout space, expanding hundreds of light-years in all directions under the banner of the [[Sol Alliance]]. After a century, flourishing cities had been established in nearby systems such as [[Tau Ceti]] and [[Epsilon Eridani]], and in the centuries that would follow, hundreds of systems would fall under the control of humanity. Outposts on Garden worlds became metropolises in the span of decades, entire asteroids and moons were mined out and hostile worlds were terraformed and subdued by growing corporations that began to become the dominant economic powers of human space.&lt;br /&gt;
&lt;br /&gt;
At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but this soon came to an end as an economic collapse found Trans-Stellar corporations picking away at Sol Alliance authority piece by piece.&lt;br /&gt;
&lt;br /&gt;
In the middle of the prosperity and strife, transtellars have for centuries embarked to make massive profits. The major corporate players had managed to establish a stable, if shaky peace between themselves, with no single corporation able to completely dominate the others. Any semblance of equilibrium between the mega-corps was shattered with NanoTrasen&#039;s discovery of the element Phoron in 2417.&lt;br /&gt;
&lt;br /&gt;
Humanity is not alone in this vast sea of stars. Numerous alien races have been discovered in the past 50 years, some peaceful, some hostile and some just plain weird. The brilliant [[Skrell]], the crafty [[Tajara]], the proud [[Unathi]] and elegant [[Dionaea]] are but a few of the races of this extremely diverse galaxy. Many more exist, and while most are simply apathetic to humanity, others are openly hostile.&lt;br /&gt;
&lt;br /&gt;
If one thing can be said to unite the various species, it is the drive to control the powerful element Phoron, which not only has revitalized space travel but also holds untold capabilities. Humanity, specifically NanoTrasen, has taken control of the vast majority of Phoron deposits, drawing the interest of many alien species, extremist cults and even more mysterious forces. Within humanity, a divide has begun to form: What is NanoTrasen&#039;s role not just economically but in human society? Are they the benevolent corporation that keeps the engine of human interstellar civilization alive or are they the greedy suits dedicated to manipulating galactic society through their stranglehold on the Phoron market?&lt;br /&gt;
&lt;br /&gt;
Recently the Syndicate has emerged as an organization dedicated to stopping NanoTrasen. Decentralized, secretive and efficient, the Syndicate has attacked NanoTrasen installations, mining outposts and personnel. Some decry them as terrorists, others see them as the only force with a chance to overthrown NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
==Your Workplace==&lt;br /&gt;
&lt;br /&gt;
Welcome to [[Tau Ceti]], a star system approximately 12 light-years away from [[Sol]], under the joint control of the [[Republic of Biesel]] and the trans-stellar corporate conglomerate [[Nanotrasen Corporation|Nanotrasen]]. You have been assigned to work aboard the [[NSS Aurora]], a state-of-the-art research and mining facility orbiting Tau Ceti within the Romanovich Cloud at the very edge of the system. Even after several centuries of being inhabited by human colonists, and flourishing into a central trade hub for human space, the edge of Tau Ceti is still considered to be a frontier of sorts, as are the outer areas of most other star systems.&lt;br /&gt;
&lt;br /&gt;
After the discovery of a substance known as [[Plasma]] in this system, Nanotrasen quickly established a monopoly that granted them control over Humanity&#039;s fuel source and established them as the most powerful corporation in human space. &lt;br /&gt;
&lt;br /&gt;
=== Education and Qualification Requirements ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen hires only the most exemplary of employees with the finest [[education]].&lt;br /&gt;
&lt;br /&gt;
University education isn&#039;t enough - NanoTrasen also trains its employees with up-to-date [[Guides]]!&lt;br /&gt;
&lt;br /&gt;
==The Economy==&lt;br /&gt;
&lt;br /&gt;
The most common currency in human space is the [[Economy| Standard Credit]], originally issued by the Sol Alliance in the early 22nd century. Despite the decline of the Sol Alliance, the Standard Credit remains the reserve currency of many polities, and it is accepted on most worlds throughout human space. The Standard Credit is represented by &#039;&#039;&#039;cr&#039;&#039;&#039; (e.g. 5,000 cr). The galactic economy is divided amongst the handful of transtellar corporations that have earned the title of &amp;quot;Mega-Corporations&amp;quot;, which are monopolies of vast sizes with the entire economy of known space divided amongst themselves.&lt;br /&gt;
&lt;br /&gt;
==Known Space==&lt;br /&gt;
===[[Sol]]===&lt;br /&gt;
The home system of humanity, Sol is by far the most populated and, arguably, the most developed system in human space. It has seen great scientific process, prosperity and development but also great upheavals and bitter divides.&lt;br /&gt;
&lt;br /&gt;
At the end of the [[Timeline of Humanity|First Interstellar War]], The Sol system was ravaged by economic recession. It has slowly rebuilt itself over the past century, but the recovery remains unstable. Earth occupies a place of prestige as humanity&#039;s symbolic homeworld.&lt;br /&gt;
&lt;br /&gt;
[[Luna]] has become something of a mishmash of galactic society: glittering skyscrapers within pressurized underground caverns share space with slums. &lt;br /&gt;
&lt;br /&gt;
[[Mars]] has seen small scale terraforming efforts take hold, with the once &amp;quot;Red Planet&amp;quot; now tinted with green.&lt;br /&gt;
&lt;br /&gt;
The administrative center of the [[Sol Alliance]] is the Unity station, in orbit around Earth. It was built after the First Interstellar War to show the Sol Alliance represents all of humanity.&lt;br /&gt;
&lt;br /&gt;
===Inner Colonies===&lt;br /&gt;
Also known as the Inner Sphere. The inner colonies lie within 100 lightyears of Sol. The inner sphere is home to 50 billion people. Inner Colonies are the oldest in human space, typically between 200 and 350 years old. These worlds form the heartland of the Sol Alliance and are the technological and economic hub of human space, with endless streams of trade ships flowing through the Bluespace Gates connecting the most developed systems.&lt;br /&gt;
&lt;br /&gt;
Life here is the best in human space. Much of the population lives in relative comfort, although the average wage tends to be lower than that of the middle and some outer colonies. Towering arcologies, massive city-stations, and great multi-tiered metropolises which can reach over a kilometer tall can be found on the most populated of these systems. The Inner Colonies are home to the greatest cultural diversity in human space, with distinct colonial identities in many of the older systems, and several hundred spoken languages. The average lifespan ranges from 90 - 120 years.&lt;br /&gt;
&lt;br /&gt;
===Mid Colonies===&lt;br /&gt;
Also known as the Mid Sphere. The Mid Colonies lie between 100 and 200 lightyears from Sol. The mid sphere has a estimated population of 38 billion, and contains hundreds more systems than the Inner Colonies. Three of these systems have populations of at least a billion. Colonies here are typically 100 to 200 years old. The Sol Alliance remains the dominant power in this region of space, though it&#039;s clear the people here share their loyalties between them and their home systems.&lt;br /&gt;
&lt;br /&gt;
Life here is good, though not quite as nice as in the inner colonies. Metropolises and mega-cities are a rarer site here than in the Inner Colonies, infrastructure tends to be less developed and the lack of direct access to the Bluespace Gates means trading is more expensive. Inhabitants of the mid colonies are more likely to be skeptical of the Sol Alliance, resenting the control the inner colonies exert over the Alliance. The mid colonies are widely considered to be the edge of &amp;quot;developed&amp;quot; space, much to the consternation of the inhabitants of the outer colonies. The average lifespan here generally ranges from 90 - 100.&lt;br /&gt;
&lt;br /&gt;
===Outer Colonies===&lt;br /&gt;
Also known as the Outer Sphere. The Outer Colonies lie between 200 and 300 lightyears from Sol. The outer sphere is home to 29 billion people and contains over three hundred systems with more than 100,000 residents. New colonies are still regularly founded in this sphere, and most settlements are less than 100 years old. These worlds lie just beyond the reach of the Sol Alliance, and the power of the Mega-Corporations begin to replace it.&lt;br /&gt;
&lt;br /&gt;
Life here is harder than in the Mid colonies, though many see independence from the Sol Alliance as being worth the price. People here generally live in towns and cities of around 5,000-50,000 people. The &#039;Spacer&#039; culture is especially strong in the Outer Colonies as countless migrants mine the asteroid belts in search of fortune. Millions of Outer Colonials live in simple orbitals, many relying on centrifugal force rather than gravity generators. Technology is generally a decade or two behind that of the inner and mid colonies. The average lifespan here ranges from 80 - 100.&lt;br /&gt;
&lt;br /&gt;
===Frontier===&lt;br /&gt;
The Frontier consists of all space more than 300 lightyears away from Sol; it is the very edge of known space. Frontier space contains at least 50 inhabited systems with an estimated, combined population of 16 billion, although these numbers are extremely difficult to determine. &lt;br /&gt;
&lt;br /&gt;
The affairs of the Inner and Middle Colonies are nearly irrelevant to these hard-spun settlers, although many remain resentful. People are often forced to make do with equipment decades or even a century behind that of the inner worlds. The largest political entities are a few united systems, but most &#039;governments&#039; are confined to a planet or city-state. &lt;br /&gt;
&lt;br /&gt;
&#039;Frontiersmen are born in a hardsuit&#039;, so the saying goes, and live or die by their skill and luck. Life is harsh and comparatively short here, with life spans ranging from 60 - 90. Those that do survive can often attain extensive technical knowledge. Here you will find the outsiders of Human (and alien) society; cults, fanatics, Earth supremacists, political exiles, outlaws, rogue AI’s, and radical exhumans. Outside the systems that somehow managed to remain independent, the mega-corporations control swaths of the frontier and are completely independent from any form of oversight.&lt;br /&gt;
&lt;br /&gt;
==Main Spacefaring Races==&lt;br /&gt;
&lt;br /&gt;
===Humanity===&lt;br /&gt;
&lt;br /&gt;
[[image:Human_fem.png]][[image:Human_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Sol]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Earth]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Sol Common&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; [[Sol Alliance]], [[Republic of Biesel]], [[Eridani Federation|Eridani Corporate Federation]]&lt;br /&gt;
&lt;br /&gt;
&#039;Homo Sapiens&#039;, or as they&#039;re more commonly known, Humans, are the most prevalent species in known space. Collectively, they have more territory under their control than all other known species combined. Most trans-stellar corporations and conglomerates are owned and staffed by humans, giving them significant economic pull in the galactic community.&lt;br /&gt;
&lt;br /&gt;
However, despite their collective achievements, humans are fractured into hundreds of independent factions, severely limiting their ability to organize as a species. Additionally, ideological differences further deteriorate relations between human factions.&lt;br /&gt;
&lt;br /&gt;
Highly advanced technologically, humans are one of several known races to independently achieve viable, interstellar space flight.&lt;br /&gt;
&lt;br /&gt;
A detailed history of humanity can be found on the [[Timeline of Humanity]].&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Skrell_Fem.png]][[image:Skrell_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Skrell| Jargon (Nralakk)]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Skrell| Jargon IV(Qerrbalak)]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Skrellian, Tau Ceti Basic&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Jargon Federation‏&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the [[Skrell]] are the oldest and most advanced species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities, such as moist, pliant and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong confederation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species.&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Unathi_fem.png]][[image:Unathi_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Uueoa-Esa]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Moghes| Moghes]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Sinta&#039;Unathi, Sinta&#039;Azaziba&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Izweski Nation&lt;br /&gt;
&lt;br /&gt;
The Unathi Race is a highly honorbond and clan based species. Unathi hail from their home world of [[Moghes]] and their colony planet [[Ouerea]].&lt;br /&gt;
&lt;br /&gt;
The Hegemony is a feudalistic government that has been struggling to survive and consolidate power after the brutal Contact War in 2439. With their second planet Ouere liberated from the former Colonial administration of the Sol Alliance and Jargon Federation, many Unathi believe the Hegemony may soon expand beyond Uueoa-Esa to flee the death of Moghes, while others demand their ancestral homeland is saved. Moghean culture has strict gender roles, and breaking them is highly taboo. Many Unathi struggle with the competing cultures of human space with the strong connections they feel to their home culture.&lt;br /&gt;
&lt;br /&gt;
Ouerean Unathi number in the millions, and are ruled by a planetary Overlord. Just a few years ago they were ruled by humans and skrell who funded their initial growth as Moghes tore itself apart in war. While the society is more lax, unathi stubbornness prevents true reform from taking place, on top of the new, much more conservative colonial government.&lt;br /&gt;
&lt;br /&gt;
Unathi religion emphasizes respect, loyalty, and worship of their ancestors.&lt;br /&gt;
&lt;br /&gt;
===[[Tajara]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Tajara_fem.png]][[image:Tajara_Male.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; [[Tajara| S&#039;rand&#039;marr]]&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Adhomai| Adhomai]]&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Siik&#039;maas, Siik&#039;Tajir&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; People&#039;s Republic of Adhomai&lt;br /&gt;
&lt;br /&gt;
The Tajaran are a feline race, and the most recent to make an appearance on the galactic stage. They are also the second most populous species in known space, behind humans in terms of population. Most of their early history is a story of indentured servitude to their own people, having been governed by a oligarchy composed of blood line rulers. Approximately two years after they were discovered by humans, they revolted against the ruling class and successfully claimed their independence.&lt;br /&gt;
&lt;br /&gt;
===[[Dionaea]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Dionaea.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Epsilon Ursae Minoris&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
The [[Dionaea]] are a peaceful, plantlike race that were discovered by the Skrell in 2294 CE. Each individual dionaea is in fact an amalgamation of millions of smaller organisms operating as a single unit. Gentle and even-tempered, the Dionaea have no official government and have no military force to speak of. They possess good relations with the governments of most other sentient species.&lt;br /&gt;
&lt;br /&gt;
===[[Vaurca]]===&lt;br /&gt;
&lt;br /&gt;
[[image:vaurcafemale.png]][[image:vaurcamale.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Sedantis (Ske&#039;hazik&#039;staza, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; [[Sedantis I]](Vaur&#039;azek&#039;uyuz, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Vaurcese (Vaur&#039;uyit&#039;yaza, &amp;quot;The Old Speech.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Zo&#039;ra Hive, K&#039;lax Hive.&lt;br /&gt;
&lt;br /&gt;
The mostly bipedal, insectoid creatures hailing from the moon known as [[Sedantis I]], [[Vaurca]] (Vore-Kah, Vaurca in singular term and Vaurcae in multiple), were discovered after the first Hive-Ship contact in human space, December 21, 2456. They have a complex caste system based on three types, and many even lack sentience. Although barely tolerated on Tau Ceti stations (mostly owned by NanoTrasen) many have found homes in Tau Ceti, whether in isolated and concentrated camps, barren lightless caves below sun-scorched earth or even actual houses. The largest, and most common hive is the Zo&#039;ra Hive.&lt;br /&gt;
&lt;br /&gt;
===[[Synthetics|IPC]]===&lt;br /&gt;
&lt;br /&gt;
[[image:IPC.png]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
An [[IPC| Integrated Positronic Chassis]], or IPC, is an positronic artificial intelligence inside a bipedal, humanoid frame, that has amassed enough currency to purchase its own freedom from its owners. The existence of IPCs is still a highly inflammatory subject, and as of yet, they lack the basic rights that members of most organic races possess. While gender neutral, individual intelligences may develop personality quirks to further their &amp;quot;uniqueness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Vox]]===&lt;br /&gt;
&lt;br /&gt;
[[image:Vox Lineup.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Home System:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Homeworld:&#039;&#039;&#039; Unknown&lt;br /&gt;
*&#039;&#039;&#039;Majority Languages:&#039;&#039;&#039; Tau Ceti Basic, Vox Standard&lt;br /&gt;
*&#039;&#039;&#039;Major Political Entities:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
A coalition of several different species and subspecies of avian aliens, the [[Vox]] are known throughout civilized space. They are usually in the role of raiders or swindlers. While most other sentient races have some individuals that turn to a life of piracy, it seems that with the Vox, piracy and theft are important aspects to their culture. They raid shipping convoys and newly established colonies for resources, before retreating back into interstellar space, where most governments do not have the jurisdiction, nor the military power to pursue them. Not much is known about the Vox, despite their ubiquity in known space. Despite the average Vox not being extremely intelligent, extreme caution is still advised if one is encountered.&lt;br /&gt;
&lt;br /&gt;
==Governing Entities==&lt;br /&gt;
&lt;br /&gt;
===Trans-stellar Corporations===&lt;br /&gt;
&lt;br /&gt;
The massive corporations, uniquely human entities,  rose to prominence during the advent of space travel, allowing entire planets to be claimed as corporate assets. Trans-stellar corporations normally cooperate with local governments and frontier colonies to establish trade agreements and gain the rights to utilize certain resources. Extremely powerful, most have established their own colonies and exert power over them like any regional government would. Trans-stellar corporations usually employ private military contractors and security consultants to police the areas under their control.&lt;br /&gt;
&lt;br /&gt;
There are a number of major trans-stellars, almost all of which are owned by humans. The eight major ones in human space, going in order from largest to smallest, are the [[Nanotrasen Corporation| Nanotrasen Corporate Conglomerate]], Osiris Atmospherics, [[Einstein Engines]], [[Zeng-Hu Pharmaceuticals]], [[Hephaestus Industries]], and Eridani NanoTech.&lt;br /&gt;
&lt;br /&gt;
Not everyone was in favor of the formation of trans-stellar megacorporations, and many smaller companies [[The Syndicate| allied themselves against them]]. However, these alliances were met with stunning and repeated failures, and by the end of the 23rd century, they had collapsed due to economic ruin and internal intrigue.&lt;br /&gt;
&lt;br /&gt;
===Minor Human Factions===&lt;br /&gt;
&lt;br /&gt;
These are former colony worlds that declared independence from the Sol Alliance. As the Alliance&#039;s influence has waned over the centuries, many of these flourished and grew in power, often laying claim to the entirety of their star system. However, not every nation gets along with its neighbors, and sometimes interstellar war can occur between two independent states, just as conventional war happened on Earth up to the late 21st century. These groups include (but are not limited to) the [[Empire of Dominia]], [[Republic of Elyra]], [[Republic of Biesel]], and the Eridani Federation  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Sol Alliance]]===&lt;br /&gt;
&lt;br /&gt;
Once the central government of a unified Humanity, the [[Sol Alliance]] is now a shadow of its former glory. Reduced to the human home system of Sol and the inner and mid colonies surrounding it, the Alliance has lost authority over a significant portion of humanity. While most transtellars publicly support the Alliance, and many of their corporate profits flow back into the Inner-colonies, some wonder at what point will these megacorporations start threatening (or outright buying) the weakened Alliance. Nanotrasen has gone so far as to establish a foothold within the center of Alliance space, a move some are calling a bloodless coup.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=7350</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=7350"/>
		<updated>2017-12-21T09:33:29Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Orphans and Orphanage Guilds */&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 = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Unathi 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, excluding the ones on the belly, armpits and groin. 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 honour, 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;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities unheard of on Moghes.&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;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&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;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, mice, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&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 affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&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.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty 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;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&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 an 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 ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouere are identical.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length.&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social 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 leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &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 friendship with them, but some Unathi are more permissive than others. 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;
For most Unathi being seen speaking to a Guwan 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;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, 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;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&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;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s 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 2100&#039;s 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;
&lt;br /&gt;
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 their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which 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 Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&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 many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:MoghesCities.png|thumb|alt=Gun emplacements.|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere 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 Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more liberal than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in 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. More information can be found [[Unathi Religion|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.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. 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 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;
[[File:IzweskiFamily.png|thumb|The immediate members of the Royal Family.]]&lt;br /&gt;
&lt;br /&gt;
After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, Not&#039;Zar Izweski, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&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.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
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;
====Ouerean====&lt;br /&gt;
The Ouerean Government used to made up of a Colonial Government with a human Governor and Skrellian advisors and mayors. Since the Hegemony regained control of the planet, it is overseen by an &#039;&#039;&#039;Overlord&#039;&#039;&#039;, who is currently &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039;. The native Ourean unathi elders have created an administrative council to help rule under the Overlord, and there is an attempt to blend the law codes of the former Colonial rulers and ancient code of honour of the Moghean Unathi.&lt;br /&gt;
&lt;br /&gt;
The planet is struggling economically as it deals with reintegration into the Hegemony as well as a growing refugee crisis. The Izweski on Moghes have been attempting to ship as many refugees from the Wasteland to Ourea as possible, causing the population to skyrocket. Many Ourean 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;
Many humans still reside on Ourea, and the planet is much more mixed than Moghes. There is also difficulty in integrating the previous republican planet into the Unathi system of vassalage and appointment - many Representatives and mayors lost their positions.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&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 Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. 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 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 Unathi city to have a shuttleport 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;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally 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;
===The Guwan===&lt;br /&gt;
&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.&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;
Many Guwan 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;
Notably, Guwan 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 that the guwan of 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 his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is 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;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&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 fufill 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 Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. 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. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=7349</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=7349"/>
		<updated>2017-12-21T08:02:17Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Orphans and Orphanage Guilds */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
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The Unathi 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, excluding the ones on the belly, armpits and groin. 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 honour, 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;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
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After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
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Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities unheard of on Moghes.&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;
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Unathi can be the following Heads of Staff:&lt;br /&gt;
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* 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;
* Internal Affairs Agent&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, mice, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&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 affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&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.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty 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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Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&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 an 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 ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
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Biologically the Unathi of Moghes and Ouere are identical.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
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The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
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The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
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Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
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Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
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Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length.&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
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==Social==&lt;br /&gt;
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=== Social 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 leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &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 friendship with them, but some Unathi are more permissive than others. 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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For most Unathi being seen speaking to a Guwan 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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Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
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Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
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===Emotional Displays===&lt;br /&gt;
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Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
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Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
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Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, 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;. &lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
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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;
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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.&lt;br /&gt;
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Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
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===== History of Sinta =====&lt;br /&gt;
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Modern Sinta&#039;Unathi began in the 1990&#039;s 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 2100&#039;s 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 their modern form.&lt;br /&gt;
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One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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===Moghean===&lt;br /&gt;
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Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which 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 Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&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 many young unathi.&lt;br /&gt;
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[[File:MoghesCities.png|thumb|alt=Gun emplacements.|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
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While the Unathi of Ouere 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 Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more liberal than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
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===Women===&lt;br /&gt;
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Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
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Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in 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. More information can be found [[Unathi Religion|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.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. 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 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;
[[File:IzweskiFamily.png|thumb|The immediate members of the Royal Family.]]&lt;br /&gt;
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After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, Not&#039;Zar Izweski, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&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.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
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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====Ouerean====&lt;br /&gt;
The Ouerean Government used to made up of a Colonial Government with a human Governor and Skrellian advisors and mayors. Since the Hegemony regained control of the planet, it is overseen by an &#039;&#039;&#039;Overlord&#039;&#039;&#039;, who is currently &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039;. The native Ourean unathi elders have created an administrative council to help rule under the Overlord, and there is an attempt to blend the law codes of the former Colonial rulers and ancient code of honour of the Moghean Unathi.&lt;br /&gt;
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The planet is struggling economically as it deals with reintegration into the Hegemony as well as a growing refugee crisis. The Izweski on Moghes have been attempting to ship as many refugees from the Wasteland to Ourea as possible, causing the population to skyrocket. Many Ourean cities, modern and comparable to large cities in the 22nd century Earth, are now suffering with an explosive growth of slums.&lt;br /&gt;
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Many humans still reside on Ourea, and the planet is much more mixed than Moghes. There is also difficulty in integrating the previous republican planet into the Unathi system of vassalage and appointment - many Representatives and mayors lost their positions.&lt;br /&gt;
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==History Overview==&lt;br /&gt;
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[[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 Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. 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 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 Unathi city to have a shuttleport 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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===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally 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;
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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.&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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Many Guwan 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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Notably, Guwan 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 that the guwan of 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 his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is 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;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&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 fufill 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 Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. 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. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=7347</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=7347"/>
		<updated>2017-12-21T07:46:01Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Notable Information */ added orphans and moved military info to military page.&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 = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Unathi 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, excluding the ones on the belly, armpits and groin. 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 honour, 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;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities unheard of on Moghes.&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;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&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;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, mice, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&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 affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&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.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty 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;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&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 an 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 ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouere are identical.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length.&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social 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 leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &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 friendship with them, but some Unathi are more permissive than others. 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;
For most Unathi being seen speaking to a Guwan 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;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, 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;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&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;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s 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 2100&#039;s 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;
&lt;br /&gt;
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 their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which 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 Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&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 many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:MoghesCities.png|thumb|alt=Gun emplacements.|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere 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 Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more liberal than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in 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. More information can be found [[Unathi Religion|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.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. 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 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;
[[File:IzweskiFamily.png|thumb|The immediate members of the Royal Family.]]&lt;br /&gt;
&lt;br /&gt;
After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, Not&#039;Zar Izweski, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&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.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
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;
====Ouerean====&lt;br /&gt;
The Ouerean Government used to made up of a Colonial Government with a human Governor and Skrellian advisors and mayors. Since the Hegemony regained control of the planet, it is overseen by an &#039;&#039;&#039;Overlord&#039;&#039;&#039;, who is currently &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039;. The native Ourean unathi elders have created an administrative council to help rule under the Overlord, and there is an attempt to blend the law codes of the former Colonial rulers and ancient code of honour of the Moghean Unathi.&lt;br /&gt;
&lt;br /&gt;
The planet is struggling economically as it deals with reintegration into the Hegemony as well as a growing refugee crisis. The Izweski on Moghes have been attempting to ship as many refugees from the Wasteland to Ourea as possible, causing the population to skyrocket. Many Ourean 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;
Many humans still reside on Ourea, and the planet is much more mixed than Moghes. There is also difficulty in integrating the previous republican planet into the Unathi system of vassalage and appointment - many Representatives and mayors lost their positions.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&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 Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. 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 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 Unathi city to have a shuttleport 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;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally 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;
===The Guwan===&lt;br /&gt;
&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.&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;
Many Guwan 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;
Notably, Guwan 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 that the guwan of 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 his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is 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;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
=== Orphans and Orphanage Guilds===&lt;br /&gt;
&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 fufill 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.&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. 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. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=7345</id>
		<title>Unathi Military Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=7345"/>
		<updated>2017-12-21T07:44:38Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* The Army */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
The Hegemony, the primary government of the Unathi, has a military that operates under a feudal system.&lt;br /&gt;
&lt;br /&gt;
The nobility of the Unathi operate under a fuedal system of obligations and mutual protection, where Lords are granted certain priviledges. In exchange, the Lords are obligated to maintain a personal standing army to be summoned in times of war to defend the Hegemony or advance its interest. Legally, Hegemony Clans are obligated to provide 70% of their levy to the Hegemon during war. Historically this has been contained to Moghes, though in recent years, with the creation of a navy that can operate in deep space the feudal concept has expanded to include an admiralty.&lt;br /&gt;
&lt;br /&gt;
== The Army ==&lt;br /&gt;
&lt;br /&gt;
The Hegemony&#039;s primary army is a shell of its former self. The many Lords all had levy&#039;s averaging between 400 to 12,000 soldiers ready to be mobilized and deployed. The Lords would lead these armies equivalent to human Generals, with the Hegemon being the overall commander. The total combined strength of the army is believed to have been around 2.3 million men.&lt;br /&gt;
&lt;br /&gt;
Clan Lords were responsible with maintaining private retinues to defend their personal clan&#039;s holdings, or to be summoned by their greater Lord.&lt;br /&gt;
&lt;br /&gt;
Master at Arms, similar to a human Commander rank, directly lead the private retinue of a clan, which generally size between 30 - 700. They are almost, if not always, members of that Clan&#039;s immediate family.&lt;br /&gt;
&lt;br /&gt;
After the Contact War most adult fighting men have been killed, made incapable, or abandoned Moghes in the face of the growing Wasteland and many Lord&#039;s inability to pay their men. The current estimated combined levy strength of the Hegemony is believed to be between 200,000 - 300,000, most of them consolidated in the Untouched Lands save for periodic expeditions to assault bandits or other minor threats from the lawless Wastes.&lt;br /&gt;
&lt;br /&gt;
=== General Doctrine and Battle Honor ===&lt;br /&gt;
&lt;br /&gt;
Most battles are fought by infantry, as mounted units are something uncommon in modern times due to the growing use of ranged weapons in combat. When War Riders do show up, they function like human knights, using their mount to run into the enemy formation and swipe at heads or necks. They fight with war glaives and laser pistols, riding their massive, armored Warmount beasts. Threshbeasts are smaller, &#039;salamander&#039; like creatures also ridden into battle, which are lighter and thinner but are much faster than the cumbersome Warmounts.&lt;br /&gt;
&lt;br /&gt;
The Unathi have also created and field Breacher Suits, which are heavily armored EVA suits that let a single unathi function as a walking armored tank on both terrestrial surfaces and in space.&lt;br /&gt;
&lt;br /&gt;
While modern ranged weapons has been becoming more standard in the Izweski Nation, the vast majority of Unathi shun them and consider them dishonorable. Melee weapons and claws are the most important tools of battle to the vast majority of Unathi. They take extreme pride in their weapons, and there is honor of killing someone in hand to hand combat that many Unathi consider completely absent in human warfare.&lt;br /&gt;
&lt;br /&gt;
This even extends to space warfare. Despite being the youngest spacefaring species, their unpredictable and borderline suicidal tactics often take their opponents by surprise. Unathi combat vessels tend to be heavily armored at the front, with huge plasteel spears mounted on the front. The typical strategy is to turn engines to maximum power and bluespace incredibly close to a target vessel to &amp;quot;ram&amp;quot; it - often getting as close as 500 feet. Many ships can be split entirely in half by the ramming of the heavier Unathi vessels.&lt;br /&gt;
&lt;br /&gt;
With breacher suits modified to be functional in the vacuum of space, marines jettison from the unathi ship and attach themselves to the target vessel, breaching it with plasma cutters and boarding the ship with energy weapons.&lt;br /&gt;
&lt;br /&gt;
The strategy is devastating when used effectively - very few ships can withstand a Unathi boarding action because few Captains or Admirals expect such outlandish tactics to be executed with such zeal. Unfortunately for the Unathi, their tactic relies on the element of surprise or disbelief from their victim. A seasoned captain or admiral can easily counter unathi ramming actions.&lt;br /&gt;
&lt;br /&gt;
With honor, dishonor is an actual criminal crime. It&#039;s illegal to mistreat the helpless, infirm, or any prisoners taken by a soldier. The mindset is that there is nothing to prove in abusing someone at your mercy, which just becomes sadism and can stain the honor of the offender&#039;s clan. Unfortunately the behavior of Unathi Raiders and slavers in the frontier have given most people the perception that even the military of the Izweski participates in abuse or slaughter, a stereotype that the Hegemon military is growing increasingly sensitive of.&lt;br /&gt;
&lt;br /&gt;
== The Navy ==&lt;br /&gt;
&lt;br /&gt;
Currently the Hegemony has two fleets, unique in being a professional standing army rather than a collection of levys. Lord-Admirals command their individual fleets, with the human naval structure adopted to some degree. Captain&#039;s run the individual ships, with Commanders being the second in command of the ship. The navy maintains a force of 90,000 men, though it continues to grow as the Hegemony attempts to expand its power into space.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;1st Fleet&#039;&#039;&#039; is commanded by &#039;&#039;&#039;Lord-Admiral Trazarial Yizarus&#039;&#039;&#039; who leads it from the flagship HMV Cataclysm. He is a decorated war hero and famous for his unshakeable adherence to the unathi code of honor. During the succession crisis between Not&#039;Zar Izweski and S&#039;linzar Ickza, Yizarus defied Ickza and continued to support Not&#039;Zar until his eventual restoration. The 1st Fleet has the Cataclysm, 25 Bulwarks, 35 Brawlers, and 40 Foundations.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;2nd Fleet&#039;&#039;&#039; is commanded by &#039;&#039;&#039;Admiral Oyuti Gour&#039;za&#039;&#039;&#039;. [https://forums.aurorastation.org/viewtopic.php?p=87184#p87184|He is notable for being the first commoner being appointed to such a prestigious post.] He is aggressive and highly intelligent.&lt;br /&gt;
The fleet was formerly commanded by &#039;&#039;&#039;Lord-Admiral Azikyui Yizarus&#039;&#039;&#039;, Trazarial&#039;s brother. He was known to be hot-headed and opportunistic. He supported Ickza during the crisis. Fortunately the two siblings did not come to blows and Azikyui swore fealty to Not&#039;Zar after the crisis. He got to retain command of his fleet, with everyone doing their best to gloss over the whole technical treason business. The 2nd Fleet has 15 Bulwarks, 25 Brawlers, and 34 Foundations.&lt;br /&gt;
&lt;br /&gt;
=== Ship Classes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundation-Class&#039;&#039;&#039; ships are similar to human Corvettes. They are small vessels designed for patrol or skirmish action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brawler-Class&#039;&#039;&#039; ships are similar to human Destroyers. They are larger and better armored than Foundations. They are usually equipped with heavy mass-driver weapons and reinforced shapes at the front of the vessel designed for ramming actions. They make up the majority of the Hegemony&#039;s navy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwark-Class&#039;&#039;&#039; ships are similar to human Cruisers. They are equipped with heavy laser and ion weapons. Similar to Brawlers they are designed for ramming actions, with their large size making this action an immense threat to smaller ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hammer-Class&#039;&#039;&#039; ships are similar to human Battleships. The Hegemony does not currently possess a Hammer-class ship, favoring instead to jump immediately to the superdreadnaught class vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cataclysm-Class&#039;&#039;&#039; ships are a class of super-dreadnaught. The Hegemony possesses only one of these, it&#039;s namesake, but plans are in place to construct at least 10 more within 20 years. They are truly massive vessels, larger than any other military vessel available to the other factions save for the rusty Hiveships of the various [[Vaurca]] Hives. Despite its immense size, it is still designed to engage in ramming actions.&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=7344</id>
		<title>Unathi Military Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=7344"/>
		<updated>2017-12-21T07:44:25Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* General Doctrine and Battle Honor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
The Hegemony, the primary government of the Unathi, has a military that operates under a feudal system.&lt;br /&gt;
&lt;br /&gt;
The nobility of the Unathi operate under a fuedal system of obligations and mutual protection, where Lords are granted certain priviledges. In exchange, the Lords are obligated to maintain a personal standing army to be summoned in times of war to defend the Hegemony or advance its interest. Legally, Hegemony Clans are obligated to provide 70% of their levy to the Hegemon during war. Historically this has been contained to Moghes, though in recent years, with the creation of a navy that can operate in deep space the feudal concept has expanded to include an admiralty.&lt;br /&gt;
&lt;br /&gt;
== The Army ==&lt;br /&gt;
&lt;br /&gt;
The Hegemony&#039;s primary army is a shell of its former self. The many Lords all had levy&#039;s averaging between 400 to 12,000 soldiers ready to be mobilized and deployed. The Lords would lead these armies equivalent to human Generals, with the Hegemon being the overall commander. The total combined strength of the army is believed to have been around 2.3 million men.&lt;br /&gt;
&lt;br /&gt;
Clan Lords were responsible with maintaining private retinues to defend their personal clan&#039;s holdings, or to be summoned by their greater Lord.&lt;br /&gt;
&lt;br /&gt;
Master at Arms, similar to a human Commander rank, directly lead the private retinue of a clan, which generally size between 30 - 700. They are almost, if not always, members of that Clan&#039;s immediate family.&lt;br /&gt;
&lt;br /&gt;
After the Contact War most adult fighting men have been killed, made incapable, or abandoned Moghes in the face of the growing Wasteland and many Lord&#039;s inability to pay their men. The current estimated combined levy strength of the Hegemony is believed to be between 200,000 - 300,000, most of them consolidated in the Untouched Lands save for periodic expeditions to assault bandits or other minor threats from the lawless Wastes.&lt;br /&gt;
&lt;br /&gt;
== The Navy ==&lt;br /&gt;
&lt;br /&gt;
Currently the Hegemony has two fleets, unique in being a professional standing army rather than a collection of levys. Lord-Admirals command their individual fleets, with the human naval structure adopted to some degree. Captain&#039;s run the individual ships, with Commanders being the second in command of the ship. The navy maintains a force of 90,000 men, though it continues to grow as the Hegemony attempts to expand its power into space.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;1st Fleet&#039;&#039;&#039; is commanded by &#039;&#039;&#039;Lord-Admiral Trazarial Yizarus&#039;&#039;&#039; who leads it from the flagship HMV Cataclysm. He is a decorated war hero and famous for his unshakeable adherence to the unathi code of honor. During the succession crisis between Not&#039;Zar Izweski and S&#039;linzar Ickza, Yizarus defied Ickza and continued to support Not&#039;Zar until his eventual restoration. The 1st Fleet has the Cataclysm, 25 Bulwarks, 35 Brawlers, and 40 Foundations.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;2nd Fleet&#039;&#039;&#039; is commanded by &#039;&#039;&#039;Admiral Oyuti Gour&#039;za&#039;&#039;&#039;. [https://forums.aurorastation.org/viewtopic.php?p=87184#p87184|He is notable for being the first commoner being appointed to such a prestigious post.] He is aggressive and highly intelligent.&lt;br /&gt;
The fleet was formerly commanded by &#039;&#039;&#039;Lord-Admiral Azikyui Yizarus&#039;&#039;&#039;, Trazarial&#039;s brother. He was known to be hot-headed and opportunistic. He supported Ickza during the crisis. Fortunately the two siblings did not come to blows and Azikyui swore fealty to Not&#039;Zar after the crisis. He got to retain command of his fleet, with everyone doing their best to gloss over the whole technical treason business. The 2nd Fleet has 15 Bulwarks, 25 Brawlers, and 34 Foundations.&lt;br /&gt;
&lt;br /&gt;
=== Ship Classes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundation-Class&#039;&#039;&#039; ships are similar to human Corvettes. They are small vessels designed for patrol or skirmish action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brawler-Class&#039;&#039;&#039; ships are similar to human Destroyers. They are larger and better armored than Foundations. They are usually equipped with heavy mass-driver weapons and reinforced shapes at the front of the vessel designed for ramming actions. They make up the majority of the Hegemony&#039;s navy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwark-Class&#039;&#039;&#039; ships are similar to human Cruisers. They are equipped with heavy laser and ion weapons. Similar to Brawlers they are designed for ramming actions, with their large size making this action an immense threat to smaller ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hammer-Class&#039;&#039;&#039; ships are similar to human Battleships. The Hegemony does not currently possess a Hammer-class ship, favoring instead to jump immediately to the superdreadnaught class vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cataclysm-Class&#039;&#039;&#039; ships are a class of super-dreadnaught. The Hegemony possesses only one of these, it&#039;s namesake, but plans are in place to construct at least 10 more within 20 years. They are truly massive vessels, larger than any other military vessel available to the other factions save for the rusty Hiveships of the various [[Vaurca]] Hives. Despite its immense size, it is still designed to engage in ramming actions.&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=7343</id>
		<title>Unathi Military Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=7343"/>
		<updated>2017-12-21T07:42:24Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
The Hegemony, the primary government of the Unathi, has a military that operates under a feudal system.&lt;br /&gt;
&lt;br /&gt;
The nobility of the Unathi operate under a fuedal system of obligations and mutual protection, where Lords are granted certain priviledges. In exchange, the Lords are obligated to maintain a personal standing army to be summoned in times of war to defend the Hegemony or advance its interest. Legally, Hegemony Clans are obligated to provide 70% of their levy to the Hegemon during war. Historically this has been contained to Moghes, though in recent years, with the creation of a navy that can operate in deep space the feudal concept has expanded to include an admiralty.&lt;br /&gt;
&lt;br /&gt;
== The Army ==&lt;br /&gt;
&lt;br /&gt;
The Hegemony&#039;s primary army is a shell of its former self. The many Lords all had levy&#039;s averaging between 400 to 12,000 soldiers ready to be mobilized and deployed. The Lords would lead these armies equivalent to human Generals, with the Hegemon being the overall commander. The total combined strength of the army is believed to have been around 2.3 million men.&lt;br /&gt;
&lt;br /&gt;
Clan Lords were responsible with maintaining private retinues to defend their personal clan&#039;s holdings, or to be summoned by their greater Lord.&lt;br /&gt;
&lt;br /&gt;
Master at Arms, similar to a human Commander rank, directly lead the private retinue of a clan, which generally size between 30 - 700. They are almost, if not always, members of that Clan&#039;s immediate family.&lt;br /&gt;
&lt;br /&gt;
After the Contact War most adult fighting men have been killed, made incapable, or abandoned Moghes in the face of the growing Wasteland and many Lord&#039;s inability to pay their men. The current estimated combined levy strength of the Hegemony is believed to be between 200,000 - 300,000, most of them consolidated in the Untouched Lands save for periodic expeditions to assault bandits or other minor threats from the lawless Wastes.&lt;br /&gt;
&lt;br /&gt;
== The Navy ==&lt;br /&gt;
&lt;br /&gt;
Currently the Hegemony has two fleets, unique in being a professional standing army rather than a collection of levys. Lord-Admirals command their individual fleets, with the human naval structure adopted to some degree. Captain&#039;s run the individual ships, with Commanders being the second in command of the ship. The navy maintains a force of 90,000 men, though it continues to grow as the Hegemony attempts to expand its power into space.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;1st Fleet&#039;&#039;&#039; is commanded by &#039;&#039;&#039;Lord-Admiral Trazarial Yizarus&#039;&#039;&#039; who leads it from the flagship HMV Cataclysm. He is a decorated war hero and famous for his unshakeable adherence to the unathi code of honor. During the succession crisis between Not&#039;Zar Izweski and S&#039;linzar Ickza, Yizarus defied Ickza and continued to support Not&#039;Zar until his eventual restoration. The 1st Fleet has the Cataclysm, 25 Bulwarks, 35 Brawlers, and 40 Foundations.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;2nd Fleet&#039;&#039;&#039; is commanded by &#039;&#039;&#039;Admiral Oyuti Gour&#039;za&#039;&#039;&#039;. [https://forums.aurorastation.org/viewtopic.php?p=87184#p87184|He is notable for being the first commoner being appointed to such a prestigious post.] He is aggressive and highly intelligent.&lt;br /&gt;
The fleet was formerly commanded by &#039;&#039;&#039;Lord-Admiral Azikyui Yizarus&#039;&#039;&#039;, Trazarial&#039;s brother. He was known to be hot-headed and opportunistic. He supported Ickza during the crisis. Fortunately the two siblings did not come to blows and Azikyui swore fealty to Not&#039;Zar after the crisis. He got to retain command of his fleet, with everyone doing their best to gloss over the whole technical treason business. The 2nd Fleet has 15 Bulwarks, 25 Brawlers, and 34 Foundations.&lt;br /&gt;
&lt;br /&gt;
=== Ship Classes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundation-Class&#039;&#039;&#039; ships are similar to human Corvettes. They are small vessels designed for patrol or skirmish action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brawler-Class&#039;&#039;&#039; ships are similar to human Destroyers. They are larger and better armored than Foundations. They are usually equipped with heavy mass-driver weapons and reinforced shapes at the front of the vessel designed for ramming actions. They make up the majority of the Hegemony&#039;s navy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwark-Class&#039;&#039;&#039; ships are similar to human Cruisers. They are equipped with heavy laser and ion weapons. Similar to Brawlers they are designed for ramming actions, with their large size making this action an immense threat to smaller ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hammer-Class&#039;&#039;&#039; ships are similar to human Battleships. The Hegemony does not currently possess a Hammer-class ship, favoring instead to jump immediately to the superdreadnaught class vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cataclysm-Class&#039;&#039;&#039; ships are a class of super-dreadnaught. The Hegemony possesses only one of these, it&#039;s namesake, but plans are in place to construct at least 10 more within 20 years. They are truly massive vessels, larger than any other military vessel available to the other factions save for the rusty Hiveships of the various [[Vaurca]] Hives. Despite its immense size, it is still designed to engage in ramming actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== General Doctrine and Battle Honor ===&lt;br /&gt;
Most battles are fought by infantry, as mounted units are something uncommon in modern times due to the growing use of ranged weapons in combat. When War Riders do show up, they function like human knights, using their mount to run into the enemy formation and swipe at heads or necks. They fight with war glaives and laser pistols, riding their massive, armored Warmount beasts. Threshbeasts are smaller, &#039;salamander&#039; like creatures also ridden into battle, which are lighter and thinner but are much faster than the cumbersome Warmounts.&lt;br /&gt;
&lt;br /&gt;
The Unathi have also created and field Breacher Suits, which are heavily armored EVA suits that let a single unathi function as a walking armored tank on both terrestrial surfaces and in space.&lt;br /&gt;
&lt;br /&gt;
While modern ranged weapons has been becoming more standard in the Izweski Nation, the vast majority of Unathi shun them and consider them dishonorable. Melee weapons and claws are the most important tools of battle to the vast majority of Unathi. They take extreme pride in their weapons, and there is honor of killing someone in hand to hand combat that many Unathi consider completely absent in human warfare.&lt;br /&gt;
&lt;br /&gt;
This even extends to space warfare. Despite being the youngest spacefaring species, their unpredictable and borderline suicidal tactics often take their opponents by surprise. Unathi combat vessels tend to be heavily armored at the front, with huge plasteel spears mounted on the front. The typical strategy is to turn engines to maximum power and bluespace incredibly close to a target vessel to &amp;quot;ram&amp;quot; it - often getting as close as 500 feet. Many ships can be split entirely in half by the ramming of the heavier Unathi vessels.&lt;br /&gt;
&lt;br /&gt;
With breacher suits modified to be functional in the vacuum of space, marines jettison from the unathi ship and attach themselves to the target vessel, breaching it with plasma cutters and boarding the ship with energy weapons.&lt;br /&gt;
&lt;br /&gt;
The strategy is devastating when used effectively - very few ships can withstand a Unathi boarding action because few Captains or Admirals expect such outlandish tactics to be executed with such zeal. Unfortunately for the Unathi, their tactic relies on the element of surprise or disbelief from their victim. A seasoned captain or admiral can easily counter unathi ramming actions.&lt;br /&gt;
&lt;br /&gt;
With honor, dishonor is an actual criminal crime. It&#039;s illegal to mistreat the helpless, infirm, or any prisoners taken by a soldier. The mindset is that there is nothing to prove in abusing someone at your mercy, which just becomes sadism and can stain the honor of the offender&#039;s clan. Unfortunately the behavior of Unathi Raiders and slavers in the frontier have given most people the perception that even the military of the Izweski participates in abuse or slaughter, a stereotype that the Hegemon military is growing increasingly sensitive of.&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=7341</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=7341"/>
		<updated>2017-12-21T07:20:45Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* The Guwan */ added court process, orphan status&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 = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Unathi 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, excluding the ones on the belly, armpits and groin. 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 honour, 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;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities unheard of on Moghes.&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;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&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;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, mice, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&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 affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&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.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty 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;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&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 an 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 ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouere are identical.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length.&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social 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 leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &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 friendship with them, but some Unathi are more permissive than others. 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;
For most Unathi being seen speaking to a Guwan 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;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, 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;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&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;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s 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 2100&#039;s 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;
&lt;br /&gt;
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 their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which 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 Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&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 many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:MoghesCities.png|thumb|alt=Gun emplacements.|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere 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 Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more liberal than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in 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. More information can be found [[Unathi Religion|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.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. 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 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;
[[File:IzweskiFamily.png|thumb|The immediate members of the Royal Family.]]&lt;br /&gt;
&lt;br /&gt;
After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, Not&#039;Zar Izweski, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&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.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
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;
====Ouerean====&lt;br /&gt;
The Ouerean Government used to made up of a Colonial Government with a human Governor and Skrellian advisors and mayors. Since the Hegemony regained control of the planet, it is overseen by an &#039;&#039;&#039;Overlord&#039;&#039;&#039;, who is currently &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039;. The native Ourean unathi elders have created an administrative council to help rule under the Overlord, and there is an attempt to blend the law codes of the former Colonial rulers and ancient code of honour of the Moghean Unathi.&lt;br /&gt;
&lt;br /&gt;
The planet is struggling economically as it deals with reintegration into the Hegemony as well as a growing refugee crisis. The Izweski on Moghes have been attempting to ship as many refugees from the Wasteland to Ourea as possible, causing the population to skyrocket. Many Ourean 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;
Many humans still reside on Ourea, and the planet is much more mixed than Moghes. There is also difficulty in integrating the previous republican planet into the Unathi system of vassalage and appointment - many Representatives and mayors lost their positions.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&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 Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. 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 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 Unathi city to have a shuttleport 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;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally 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;
===The Guwan===&lt;br /&gt;
&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.&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;
Many Guwan 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;
Notably, Guwan 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 that the guwan of 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 his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is 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;
===Military and Battle Honour===&lt;br /&gt;
Most battles are fought by infantry, as mounted units are something uncommon in modern times due to the growing use of ranged weapons in combat. When War Riders do show up, they function like human knights, using their mount to run into the enemy formation and swipe at heads or necks. They fight with war glaives and laser pistols, riding their massive, armored Warmount beasts. Threshbeasts are smaller, &#039;salamander&#039; like creatures also ridden into battle, which are lighter and thinner but are much faster than the cumbersome Warmounts.&lt;br /&gt;
&lt;br /&gt;
The Unathi have also created and field Breacher Suits, which are heavily armored EVA suits that let a single unathi function as a walking armored tank on both terrestrial surfaces and in space.&lt;br /&gt;
&lt;br /&gt;
While modern ranged weapons has been becoming more standard in the Izweski Nation, the vast majority of Unathi shun them and consider them dishonorable. Melee weapons and claws are the most important tools of battle to the vast majority of Unathi. They take extreme pride in their weapons, and there is honor of killing someone in hand to hand combat that many Unathi consider completely absent in human warfare.&lt;br /&gt;
&lt;br /&gt;
This even extends to space warfare. Despite being the youngest spacefaring species, their unpredictable and borderline suicidal tactics often take their opponents by surprise. Unathi combat vessels tend to be heavily armored at the front, with huge plasteel spears mounted on the front. The typical strategy is to turn engines to maximum power and bluespace incredibly close to a target vessel to &amp;quot;ram&amp;quot; it - often getting as close as 500 feet. Many ships can be split entirely in half by the ramming of the heavier Unathi vessels.&lt;br /&gt;
&lt;br /&gt;
With breacher suits modified to be functional in the vacuum of space, marines jettison from the unathi ship and attach themselves to the target vessel, breaching it with plasma cutters and boarding the ship with energy weapons.&lt;br /&gt;
&lt;br /&gt;
The strategy is devastating when used effectively - very few ships can withstand a Unathi boarding action because few Captains or Admirals expect such outlandish tactics to be executed with such zeal. Unfortunately for the Unathi, their tactic relies on the element of surprise or disbelief from their victim. A seasoned captain or admiral can easily counter unathi ramming actions.&lt;br /&gt;
&lt;br /&gt;
With honor, dishonor is an actual criminal crime. It&#039;s illegal to mistreat the helpless, infirm, or any prisoners taken by a soldier. The mindset is that there is nothing to prove in abusing someone at your mercy, which just becomes sadism and can stain the honor of the offender&#039;s clan. Unfortunately the behavior of Unathi Raiders and slavers in the frontier have given most people the perception that even the military of the Izweski participates in abuse or slaughter, a stereotype that the Hegemon military is growing increasingly sensitive of.&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. 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. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Contact_War&amp;diff=7336</id>
		<title>Contact War</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Contact_War&amp;diff=7336"/>
		<updated>2017-12-20T21:55:27Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* &amp;quot;The New Moghes&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Contact War was a massive global conflict that took place on [[Moghes]] and fought exclusively between [[Unathi]], and it created many [[Notable Unathi]] in its wake. The war lasted from 2437 to 2449. The fighting was between two global powers, the Izweski Hegemony, and the Traditionalist Coalition. &lt;br /&gt;
&lt;br /&gt;
The Izweski Hegemony had a long history of condescending and patronizing attitudes towards its neighbors. As a global superpower it regularly and eagerly intervened in the affairs of other Clans and Kingdoms outside its borders. Many even within the Hegemony felt the Izweski were naked despots who would sacrifice any form of honor code or creed in the name of solidifying their own power.&lt;br /&gt;
&lt;br /&gt;
When the Sol Alliance and Jargon Federation officially contacted Moghes and worked on uplifting the species it was done exclusively through the Izweski. These same anti-Izweski factions came to fear a future where a technologically powerful Izweski, backed by alien invaders, would brutally enforce a One World Government and destroy all concepts of Unathi tradition and honor.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
&lt;br /&gt;
In 2433, a human exploration team discovered Moghes. Shortly after, first contact 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 Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
The Izweski claimed to speak for Moghes, and the difficulties in the early-days of human xenolinguistics had Sol and Skrell scientists taking the concept of the &amp;quot;Hegemony&amp;quot; extremely literally. Believing that Hegemon S’kresti Izweski spoke for all of Moghes, private and state businesses were done exclusively through him and his Clan, even if the business affected land or people outside Izweski borders! In most of these instances the Izweski had its vassals send out soldiers to enforce demands placed on the foreign populations.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;The New Moghes&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Shrewd political maneuvering by the Izweski Clan saw the introduction of the Extranet to Skalamar by 2534, though access was extraordinarily stratified to the upper echelons of the Hegemonic government, which reflected the massive economic disparity between the upper and lower classes of the Izweski Nation. With the unprecedented access to the sum collection of all human and skrell knowledge at the time the Izweski were able to begin creating bootlegs of human and skrell technology based on information gained via the Extranet, or otherwise gained in-depth as a result of various treaties or trade deals between them and galactic powers.&lt;br /&gt;
&lt;br /&gt;
By 2435 this resulted in the first fusion power plant being opened in Skalamar after rushed commissioning and construction. Operated by the Yuitiz Guild, which was the dominant monopoly of the Izweski energy market. The Yuiztiz Fusion Plant had a capacity of 30,000MW of electricity, compared to most Moghean Natural Gas power plants that had a capacity of 5,500MW. &lt;br /&gt;
&lt;br /&gt;
Needless to say, the global energy market collapsed as energy Guilds began to realize they would become irrelevant within a decade at most. Ironically the price of electricity skyrocketed across Moghes for years as fusion power became a reality and utility Guilds went under, whereas after a brief few months of fluctuations the Izweski found themselves achieving full energy independence until the conclusion of the Contact War.&lt;br /&gt;
&lt;br /&gt;
=== The Firebrand Summit ===&lt;br /&gt;
&lt;br /&gt;
Over 100 world leaders attended the world summit called by [[Notable Unathi|King Don&#039;zai Azarak]], including representatives from the Izweski Nation. Two representatives from the Sol Alliance and Jargon Federation came to observe, which the Izweski had demanded in return for their attendance. There was no precedent for such a summit of world leaders, which reflected the near universal apprehension and anxiety Moghes was going through over the growing power of the Izweski.&lt;br /&gt;
&lt;br /&gt;
Azarak opened the summit with his infamous &#039;Broken Oaths&#039; speech. In it he took on firebrand rhetoric, claiming the Izweski to be puppets of alien invaders who possessed &#039;false smiles and unknowable minds&#039;. He blasted their condescending attitude towards the rest of Moghes, pointing out that the Izweski had turned the entire world economy into an unstable train wreck in their flagrant and unchecked proliferation of alien technology. He blasted the Izweski for their imperialism, claiming they desired to create a One World Government run exclusively by the Izweski family and their human masters, and famously ended his speech by proclaiming &#039;The Izweski founded their Hegemony on broken oaths! Will we allow them to break us like they broke the bodies of the Sarakus? They come with arms outstretched in friendship, but their intention is to reach out and snap our necks!&#039;&lt;br /&gt;
&lt;br /&gt;
=== The Ourean Catalyst ===&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2437&#039;&#039;&#039;, the Izweski Nation had established the Izweski Space Program, and with bootlegged Sol Alliance technology constructed a rocket intended to carry 300 unathi colonists to their system’s second habitable planet, Ouerea. The launch was a disaster, with a yet-unidentified failure causing the rocket to explode after reaching 2,000 feet and the death of all hands. The failure sends shock waves through all of Moghes, with the Izweski Nation suddenly besieged by scattered, angry neighboring Clans. Anti-Izweski Clans and kingdoms were outraged by the unnatural use of technology leading to the loss of so many lives, as well as the apparent indifference of the Izweski to the disaster.&lt;br /&gt;
&lt;br /&gt;
The Sol Alliance partnered with the Jargon Federation to help Izweski construct a second rocket, with NanoTrasen engineers and scientists helping construct it. Its launch was successful, and Ouerea was colonized by 350 Unathi under the guidance of the Sol and Skrellian Alliances on February 3rd, 2438. This successful colonization caused panic and alarm outside the Hegemony. With the world&#039;s sole superpower now becoming an apparent spare-faring power, Sinta&#039;Unathi knew that it was only a matter of time before the Izweski became unstoppable, backed by alien overlords and the full wealth of the solar system.&lt;br /&gt;
&lt;br /&gt;
=== Fighting Begins ===&lt;br /&gt;
&lt;br /&gt;
The universal panic and outrage made the usually divided and segregated Clans and nations of Moghes united in purpose. Nearly universally all non-Izweski clans formed or joined the Traditionalist Coalition, which invaded the Izweski Nation. Officially their reason for war was to liberate Moghes from the Izweski and xeno invaders, while their other goals were the destruction of the Hegemony and a return to the traditional ways of life. The Izweski themselves began to see civil unrest from angry commoners, while Lords dissatisfied with the rapid pace of modernization began defecting, taking their soldiers with them.&lt;br /&gt;
&lt;br /&gt;
The violence lead to the catastrophe conflict now known as the Contact War, which began with the sudden invasion of Izweski lands east of Res&#039;karum three days after the Izweski Colonists landed on Ourea. &lt;br /&gt;
&lt;br /&gt;
Humans and Skrell evacuated the planet as the fighting got underway. &lt;br /&gt;
&lt;br /&gt;
==== A New Model Army ====&lt;br /&gt;
&lt;br /&gt;
The Coalition fought as its clans always had, with steel weapons and hand-to-hand combat. Many upper-class Traditionalist clans utilized [[Moghes|Hegeranzi]] as a Moghean version of feudal knights. The biggest concession was the use of ballistic weapons and heavy artillery. The Coalition also used propeller-based bombers and fighters which they used to bomb Izweski targets.&lt;br /&gt;
&lt;br /&gt;
The Izweski used Skrellian and Human energy weapons like energy glaives, swords, and laser carbines, as well as fielding several hundred Mk I “Breacher Suits”, which the Izweski nation invented and utilized to frightening efficiency. Izweski Lords were stubborn against creating an air force, and progress did not advance on that front.&lt;br /&gt;
&lt;br /&gt;
==== A New Model War ====&lt;br /&gt;
&lt;br /&gt;
Many Unathi on both sides faced serious and upsetting decisions in which they had to weigh the safety of their soldiers and vassals along with the success of their operation against ancient Unathi customs of honorable warfare that had held more or less firm for thousands of years.&lt;br /&gt;
&lt;br /&gt;
One notable constant was the lack of large-scale attempts by either side to engage in naval warfare; the Moghresian sea saw limited privateers or skirmishes, but both sides shied away from focusing on the sea, fearing mutual famine if they targeted Guild fishing fleets.&lt;br /&gt;
&lt;br /&gt;
Coalition ground troops tended to be butchered en-masse by the Izweski Breacher Suits, which could absorb laser and bullet fire similar to Terran tanks. In response Coalition Lords began adopting heavy artillery to shell Izweski positions on top of air bombings, to which the Izweski were slow to respond to. Coalition tactics tended to favor viscous, ruthless offensives.&lt;br /&gt;
&lt;br /&gt;
The Izweski proved effective on the defensive, with a handful of Breachers able to cut down entire platoons of Coalition forces. But the Izweski lacked a cohesive air force, and many stubborn Lords refused to utilize indirect warfare such as artillery or air support, leading to higher casualties and a greater difficulty in offensives. Their focus on infantry warfare also meant they were slow to advance, leaving the Izweski military, while nearly unstoppable when fully mobilized, extremely slow to advance.&lt;br /&gt;
&lt;br /&gt;
=== Reactions To The War ===&lt;br /&gt;
&lt;br /&gt;
The war was portrayed in Izweski propaganda as a war against backward savages. Unathi from the Traditionalist Coalition were &#039;dehumanized&#039; and people were told to consider them as barely Sinta&#039;Unathi. Many Izweski Unathi feared that the Traditionalists wanted to destroy modern society itself.&lt;br /&gt;
&lt;br /&gt;
The Izweski were portrayed by the Traditionalists&#039; propaganda as alien collaborators. The Izweski were painted to be oppressive puppets to the humans and Skrell, forcing literal alien culture on Moghes without the consent of its population. Many sincerely believed that the Hegemony was threatening the very foundation of what it meant to be Unathi, shaming their ancestors or having lost the favor of the Great Spirit.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation found itself shocked by the violence unfolding on Moghes. They dispatched a cruiser to orbit over the planet, and transported down a peace delegation to the Coalition capital city. The shuttle was shot down by Coalition anti-air weapons, killing everyone on board. Offended, the Skrell moved their cruiser in the system in orbit around the Ouerean planet, pledging to never again provide assistance to Moghes, while NanoTrasen continued to do just that with back-room dealings and weapons sales.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathiatom.jpg|thumb|alt=Gun emplacements.|It&#039;s unknown how the Coalition acquired atomic weapons, but many conspiracy theories persist.]]&lt;br /&gt;
&lt;br /&gt;
=== The Atomic Exchange ===&lt;br /&gt;
&lt;br /&gt;
On September 5th, 2439, the Traditionalist Coalition suddenly dropped an atomic bomb on the Izweski city of Da’ha’den, obliterating it. It’s unknown how the Traditionalists gained access to atomic weapons, but the consequences were catastrophic: both sides began a continued exchange of atomic weapons that lasted for a week. Hundreds of nuclear weapons were detonated across Moghes, and orbiting, observing Alliance stations and vessels having their shutters lowered to prevent eye damage to people observing during the time of the exchange. Hundreds of millions of Unathi were killed within the first few days by direct atomic detonations alone, with hundreds of millions of more Unathi dying as the weeks dragged on and the fallout spread across the planet.&lt;br /&gt;
&lt;br /&gt;
=== The Aftermath ===&lt;br /&gt;
&lt;br /&gt;
In the end, atomic hellfire had seen most of the planet&#039;s surface vaporized or blasted with radiation. Despite this, violence continued to spill across the planet as the initial war of ideology turned into a desperate fight to secure the remaining, non-affected areas. The continued conflict continued for 10 more years, with every level of Unathi society affected in one way or another. No clan escaped unscathed, and many lost their entire levy or even their entire dynasty when the atomic weapons were dropped.&lt;br /&gt;
&lt;br /&gt;
=== The Capture of Darakath ===&lt;br /&gt;
&lt;br /&gt;
The Contact War did not end until exhausted Izweski forces captured the Coalition capital city of Darakath on 2449, which had been their relocated capital after the original, Tisxaclas, was destroyed by several atomic weapons. The capture of the city also marked the end of the Contact War, with the Izweski technically victorious in the face of there being no further organized resistance against them on Moghes.&lt;br /&gt;
&lt;br /&gt;
In retaliation for the war crimes preformed by the Traditionalists, being the atomic detonations and multiple other accusations, every single Traditionalist leader was decapitated over the next few months, including the entire Azarath dynasty. At the start of the war the population of Moghes was 8 billion, and by 2458 it stands at 6.2 billion.&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Physician&amp;diff=7278</id>
		<title>Physician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Physician&amp;diff=7278"/>
		<updated>2017-12-18T00:46:48Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Basic Surgery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Medical Doctor&lt;br /&gt;
|access = [[Medbay]], Morgue, Operating Theatre, Virology&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, applicable MD from an accredited school and a completed 2 year of residency.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aloise University of Medical Sciences]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Keep the crew healthy, save lives.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medical Doctor&#039;&#039;&#039; as a role is an extremely important one. If you know what you&#039;re doing, as a Medical Doctor you &#039;&#039;will&#039;&#039; save lives. Nearly every death can be prevented, provided you reach the victim in time. Since Medical Doctors are the only ones with the tools and the in character experience to save them, Medical Doctors tend to make a lot of friends.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You start with an advanced first-aid kit and a health analyzer. You main work will be in the &#039;&#039;&#039;Medbay&#039;&#039;&#039;, where there are spares, vending machines with more supplies, and more specialized kits. You have some standard medication in the Medical Supplies room, though you should ask &#039;&#039;&#039;Chemistry&#039;&#039;&#039; for some more specialized ones.&lt;br /&gt;
&lt;br /&gt;
=== General Procedure ===&lt;br /&gt;
&lt;br /&gt;
==== Stay In Your Lane! ====&lt;br /&gt;
&lt;br /&gt;
As a regular medical doctor you do general treatments and give scheduled exams to the crew. Remember that you should NOT be performing the jobs of the specialized alt-titles. You are qualified to fill in for these roles if they are empty, but it is detrimental to medical&#039;s flow if you walk all over your co-workers trying to do everything else. If you have a paramedic, try to rely on them to bring in the wounded. If you have an Emergency Medical Physician, rely on them to stabilize the patient before they hand them off to you to follow up with treatment. If you have a surgeon, &#039;&#039;&#039;DON&#039;T&#039;&#039;&#039; do surgery.&lt;br /&gt;
&lt;br /&gt;
==== Handling Patients ====&lt;br /&gt;
&lt;br /&gt;
You can diagnose injuries with the help of a [[health analyzer]], which you helpfully spawn with. Your PDA can also do a limited health readout.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;NEED&#039;&#039;&#039; to work with the rest of your team in medical to keep things running smoothly.&lt;br /&gt;
&lt;br /&gt;
In terms of your equipment, the general rule is that chemical treatment works at all health levels, whereas physical treatments have limits where they become ineffective. Rolls of gauze and ointment are for minor injuries, and so only work if the brute or burn damage total less than 50 HP. Advanced Trauma and Burn kits are more effective, and so work all the way to 0 HP. Beyond that, more advanced treatment is needed.&lt;br /&gt;
&lt;br /&gt;
Health runs from 100% to -100%, and it&#039;s your job to make sure it doesn&#039;t hit the bottom end. Below are the main types of damages and treatments. See the [[Guide to Medicine]] for a more detailed overview.&lt;br /&gt;
&lt;br /&gt;
== The Four Basic Damage Types ==&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
Whether it&#039;s from fists, bullets, or a kitchen knife, it&#039;s classified as Brute Damage. Brute Damage is inevitably the most common form of damage, and is easily treated.&lt;br /&gt;
&lt;br /&gt;
There are two types of brute damage, bruises and wounds. Bruises are caused by blunt objects.They add to a persons brute damage, but unless particularly severe, they do not cause bleeding.&lt;br /&gt;
&lt;br /&gt;
Wounds and cuts are caused by sharp objects, and cause bleeding, which can only be stopped with medical treatment.&lt;br /&gt;
&lt;br /&gt;
If the patient is not in life-threatening danger, simply have them tell you where they were hit, use the body scanner in Medbay, or get them to strip off their jumpsuit and examine so you can see where. Apply gauze (for minor damage) or advanced trauma kits (for major damage) to affected areas and send them on their way.&lt;br /&gt;
&lt;br /&gt;
Brute Damage takes the form of big red streaks, or blue-purple-red messes. Apply gauze or advanced trauma kits in those areas, inject with Tricordrazine or, in cases of a helpful [[Chemist]] and extreme damage, Bicaridine.&lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
The second type of damage is Burn Damage. This is caused by fires and blisteringly high or low temperatures, such as fire or space. &lt;br /&gt;
&lt;br /&gt;
Burns work similar to wounds. Apply ointment or advanced burn kits to the affected area to heal it, or give them a kelotane pill. Chemicals take a few seconds to work, so don&#039;t waste supplies. For severe burns, give them Dermaline (a Chemist will be needed).&lt;br /&gt;
&lt;br /&gt;
Burn Damage appears as grey streaks on a person&#039;s body, or you can use the various scanners to tell location, so apply ointment in those areas (usually the chest area).&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
Toxin Damage is the third kind of damage and is relatively uncommon.&lt;br /&gt;
&lt;br /&gt;
Be it from a the aptly named toxin bottle, medicine overdoses, soporific, or radiation, Toxin Damage has no visible form, so can only be recognized via analyzing. &lt;br /&gt;
&lt;br /&gt;
Inject with Dylovene, or give them Dylovene pills. This also shortens the time needed to wake someone up from Soporific or Chloral Hydrate.&lt;br /&gt;
&lt;br /&gt;
=== Suffocation Damage ===&lt;br /&gt;
The last main kind of damage often occurs when a patient is in critical health (-50% Health), and is usually accompanied by a another type of damage. &lt;br /&gt;
&lt;br /&gt;
Suffocation can be cured using Dexalin, Dexalin Plus, or plain fresh air (if the patient is not critical). If the patient is in critical condition, then heal the other damage, and the suffocation should recover naturally. CPR also recovers suffocation damage slowly if the patient is in critical (click on them with an empty hand with the help intent).&lt;br /&gt;
&lt;br /&gt;
Inaprovaline halts Suffocation damage, but only when in Critical.&lt;br /&gt;
&lt;br /&gt;
== Uncommon Conditions ==&lt;br /&gt;
Other more unique damages and treatments can be found on the [[Guide to Medicine]].&lt;br /&gt;
&lt;br /&gt;
Genetic diseases can be cured by Ryetalyn.&lt;br /&gt;
&lt;br /&gt;
Viruses and Diseases are in the domain of the [[Virologist]]. Scanning people with your health analyzer might show an &#039;Unknown substance&#039; in their blood stream or stomach, which may mean a virus, some chemicals, or a ham sandwich. Either way, take a blood sample and pass it to your Virologist to analyze.&lt;br /&gt;
&lt;br /&gt;
Give your infected patients Spaceacillin to slow the spread and keep them isolated. Wearing gloves and a sterile mask helps to stop anyone else getting infected.&lt;br /&gt;
&lt;br /&gt;
=== Blood Loss ===&lt;br /&gt;
&#039;&#039;See Also: [[Guide_to_Medicine#Low_Blood_Count|A More Detailed Guide on Blood Loss]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Living things have blood. Blood is quite important for them to keep living. Cuts and loss of limbs will cause various amounts of bleeding, which require rolls of gauze or advanced trauma kits to stop.&lt;br /&gt;
&lt;br /&gt;
Blood level can be found on the health analyser read out with warnings when levels get too low. Loss of blood can cause fainting or paleness of skin. Blood can either be injected from a donor, or a donor pack can be placed in an IV Drip and connected to the patient.  &lt;br /&gt;
&lt;br /&gt;
When choosing a blood pack, find the patient&#039;s [[Medical Records|medical records]] either on the Patient Records computer in the lobby, or the &amp;quot;Patient Records&amp;quot; function on your PDA.  As a quick reminder, A, B and + are types of markers on blood, O and - indicate a lack of said markers.  Don&#039;t give someone markers they don&#039;t already have or they&#039;ll die.  If that doesn&#039;t make sense to you, [http://baystation12.net/wiki/images/a/a1/BloodTable.PNG here&#039;s a chart of compatible blood types.]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re unsure what blood type to use or the blood type of a patient, O- can be given to anyone.  There is a limited supply, so only use it if absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
=== Shock and Critical Condition ===&lt;br /&gt;
There are three type of medical states. The first is &#039;shock&#039;, which is the least dangerous of the three. If someone takes enough damage from each damage type, they may go into shock. This causes stammering and slow movement, and eventually collapsing and loss of consciousness. This can be cured by dealing with all the other types of damage, or temporarily by using tramadol.&lt;br /&gt;
&lt;br /&gt;
The second is known as &#039;soft critical&#039;. When someone is below 0% health (having taken more than 100 points of damage), they will suffer shock until they are above 0% health.&lt;br /&gt;
&lt;br /&gt;
The third is known as &#039;critical&#039; and occurs at -50% health (more than 150 points of damage). At this point, the patient will go unconscious, stop breathing, and take suffocation damage. This can be stopped with Inaprovaline or CPR. Chemical or Cryo treatment is usually necessary at this stage.&lt;br /&gt;
&lt;br /&gt;
== Surgery ==&lt;br /&gt;
Surgery should not be performed by medical doctors unless no surgeon or CMO is available. Please see the [[Surgeon]] role here.&lt;br /&gt;
&lt;br /&gt;
A guide to surgery is [[Surgery|here]].&lt;br /&gt;
&lt;br /&gt;
=== The Levels of Surgery You Can Do ===&lt;br /&gt;
&lt;br /&gt;
==== Basic Surgery ====&lt;br /&gt;
These are able to be performed by Emergency Physicians, Medical Doctor, or a Surgeon.&lt;br /&gt;
*Bone repair&lt;br /&gt;
*Bullet/shrapnel removal&lt;br /&gt;
*Amputation&lt;br /&gt;
*Shrapnel Removal&lt;br /&gt;
&lt;br /&gt;
==== Advanced Surgery ====&lt;br /&gt;
These can be performed by Surgeons and some Medical Doctor&#039;s.&lt;br /&gt;
*Organs in the chest and lower body.&lt;br /&gt;
*Internal Bleeding&lt;br /&gt;
*Autopsy&lt;br /&gt;
*Hardsuit Removal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==== Specialized Surgeries ====&lt;br /&gt;
These can &#039;&#039;&#039;ONLY&#039;&#039;&#039; be performed by a surgeon or the Chief Medical Officer. Performing these surgeries as anyone else may get you bwoinked.  &lt;br /&gt;
*Brain surgery&lt;br /&gt;
*Eye surgery&lt;br /&gt;
*Facial Reconstruction&lt;br /&gt;
*Limb replacement (not robotic limbs)&lt;br /&gt;
*Cavity surgery&lt;br /&gt;
*Organ removal/transplantation&lt;br /&gt;
*Necrotic Limb repair&lt;br /&gt;
*Extracting organs from detached body parts --&amp;gt;&lt;br /&gt;
==Cloning==&lt;br /&gt;
Space is unforgiving and unfortunately people die. Nano Trasen has state of the art cloning facilities in place to help give the dead a second chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IT IS ABSOLUTELY MANDATORY TO CHECK THE RECENTLY DECEASED MEDICAL RECORDS TO ENSURE THEY ARE NOT A DO NOT CLONE (DNC). IF THEY ARE DNC, FOLLOW THEIR WISHES AND DO NOT CLONE THEM.&#039;&#039;&#039; &lt;br /&gt;
Otherwise:&lt;br /&gt;
* Follow standard cloning procedures&lt;br /&gt;
* Once the clone has formed, take them to post cloning treatment. In this treatment the Medical Staff are to ensure the individual suffers no adverse affects of being in a new body.&lt;br /&gt;
* After they are confirmed health, you give them their clothing and equipment back.&lt;br /&gt;
* Lastly you debrief them. Explain to them that they are a clone and help ease them into the issue. It is preferred to have a psychiatrist around and have them complete some psychiatric evaluations before returning them to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL NOTE:&#039;&#039;&#039; Under no circumstances show a clone patient their previous body.&lt;br /&gt;
&lt;br /&gt;
==Modern Miracles==&lt;br /&gt;
=== Cryogenics ===&lt;br /&gt;
Setting up Cryogenics is easy and simple.&lt;br /&gt;
&lt;br /&gt;
Firstly, ensure the O2 canisters are connected to the ports. There&#039;s a wrench nearby to do this. Secondly, fill the tubes with Cryoxadone - beakers should be on the table. Then set the freezer to the minimum to start cooling the chamber down.&lt;br /&gt;
&lt;br /&gt;
In order to use it for a patient, take off any temperature suits that have (RIG, Spacesuits, void suits, fire suits, etc.), grab them and put them in the cryo tube. Then turn it on and wait. You can monitor the patients vitals from outside. It&#039;s a smart idea to strip them down to their jumpsuit since this will allow cryo to cool them faster. Remember to eject them when they&#039;re better.&lt;br /&gt;
&lt;br /&gt;
=== Medibots ===&lt;br /&gt;
Medibots no longer magically synthesize Tricordrazine, so you have to fill them for them to do any good.&lt;br /&gt;
&lt;br /&gt;
Using your ID, you can alter their settings and fill them with a beaker of your choice.&lt;br /&gt;
&lt;br /&gt;
As a traitor you can fill him with a beaker of Polytrinic Acid, or even Emag him. Once Emagged, the delightful little medibot buzzes around injecting everyone and everything with not-so-helpful chemicals.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
There is so many wonderfully terrible things you can do. See that sleepy pen item? Guess what, when people get stabbed with those, they drag them to med bay to be &amp;quot;doctored&amp;quot; by you and other people. You can then take them some place private in Medbay, and take what you want or go for malpractice to end them. You can hide victims by putting little notes by morgue trays saying &amp;quot;This man has been cyborged&amp;quot; or &amp;quot;This man has been cloned&amp;quot; and no one will bat an eye at why they are naked, and why they are there. Usually.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
* You most likely have a decent knowledge of people and medicines. Use it to help people.&lt;br /&gt;
* Feel free to play a nice guy, or the next House. Just make sure people get healed, it&#039;s what you&#039;re there for after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=7230</id>
		<title>Unathi Military Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=7230"/>
		<updated>2017-12-05T22:29:37Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* The Navy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
The Hegemony, the primary government of the Unathi, has a military that operates under a feudal system.&lt;br /&gt;
&lt;br /&gt;
The nobility of the Unathi operate under a fuedal system of obligations and mutual protection, where Lords are granted certain priviledges. In exchange, the Lords are obligated to maintain a personal standing army to be summoned in times of war to defend the Hegemony or advance its interest. Legally, Hegemony Clans are obligated to provide 70% of their levy to the Hegemon during war. Historically this has been contained to Moghes, though in recent years, with the creation of a navy that can operate in deep space the feudal concept has expanded to include an admiralty.&lt;br /&gt;
&lt;br /&gt;
== The Army ==&lt;br /&gt;
&lt;br /&gt;
The Hegemony&#039;s primary army is a shell of its former self. The many Lords all had levy&#039;s averaging between 400 to 12,000 soldiers ready to be mobilized and deployed. The Lords would lead these armies equivalent to human Generals, with the Hegemon being the overall commander. The total combined strength of the army is believed to have been around 2.3 million men.&lt;br /&gt;
&lt;br /&gt;
Clan Lords were responsible with maintaining private retinues to defend their personal clan&#039;s holdings, or to be summoned by their greater Lord.&lt;br /&gt;
&lt;br /&gt;
Master at Arms, similar to a human Commander rank, directly lead the private retinue of a clan, which generally size between 30 - 700. They are almost, if not always, members of that Clan&#039;s immediate family.&lt;br /&gt;
&lt;br /&gt;
After the Contact War most adult fighting men have been killed, made incapable, or abandoned Moghes in the face of the growing Wasteland and many Lord&#039;s inability to pay their men. The current estimated combined levy strength of the Hegemony is believed to be between 200,000 - 300,000, most of them consolidated in the Untouched Lands save for periodic expeditions to assault bandits or other minor threats from the lawless Wastes.&lt;br /&gt;
&lt;br /&gt;
== The Navy ==&lt;br /&gt;
&lt;br /&gt;
Currently the Hegemony has two fleets, unique in being a professional standing army rather than a collection of levys. Lord-Admirals command their individual fleets, with the human naval structure adopted to some degree. Captain&#039;s run the individual ships, with Commanders being the second in command of the ship. The navy maintains a force of 90,000 men, though it continues to grow as the Hegemony attempts to expand its power into space.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;1st Fleet&#039;&#039;&#039; is commanded by &#039;&#039;&#039;Lord-Admiral Trazarial Yizarus&#039;&#039;&#039; who leads it from the flagship HMV Cataclysm. He is a decorated war hero and famous for his unshakeable adherence to the unathi code of honor. During the succession crisis between Not&#039;Zar Izweski and S&#039;linzar Ickza, Yizarus defied Ickza and continued to support Not&#039;Zar until his eventual restoration. The 1st Fleet has the Cataclysm, 25 Bulwarks, 35 Brawlers, and 40 Foundations.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;2nd Fleet&#039;&#039;&#039; is commanded by &#039;&#039;&#039;Admiral Oyuti Gour&#039;za&#039;&#039;&#039;. [https://forums.aurorastation.org/viewtopic.php?p=87184#p87184|He is notable for being the first commoner being appointed to such a prestigious post.] He is aggressive and highly intelligent.&lt;br /&gt;
The fleet was formerly commanded by &#039;&#039;&#039;Lord-Admiral Azikyui Yizarus&#039;&#039;&#039;, Trazarial&#039;s brother. He was known to be hot-headed and opportunistic. He supported Ickza during the crisis. Fortunately the two siblings did not come to blows and Azikyui swore fealty to Not&#039;Zar after the crisis. He got to retain command of his fleet, with everyone doing their best to gloss over the whole technical treason business. The 2nd Fleet has 15 Bulwarks, 25 Brawlers, and 34 Foundations.&lt;br /&gt;
&lt;br /&gt;
=== Ship Classes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundation-Class&#039;&#039;&#039; ships are similar to human Corvettes. They are small vessels designed for patrol or skirmish action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brawler-Class&#039;&#039;&#039; ships are similar to human Destroyers. They are larger and better armored than Foundations. They are usually equipped with heavy mass-driver weapons and reinforced shapes at the front of the vessel designed for ramming actions. They make up the majority of the Hegemony&#039;s navy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwark-Class&#039;&#039;&#039; ships are similar to human Cruisers. They are equipped with heavy laser and ion weapons. Similar to Brawlers they are designed for ramming actions, with their large size making this action an immense threat to smaller ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hammer-Class&#039;&#039;&#039; ships are similar to human Battleships. The Hegemony does not currently possess a Hammer-class ship, favoring instead to jump immediately to the superdreadnaught class vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cataclysm-Class&#039;&#039;&#039; ships are a class of super-dreadnaught. The Hegemony possesses only one of these, it&#039;s namesake, but plans are in place to construct at least 10 more within 20 years. They are truly massive vessels, larger than any other military vessel available to the other factions save for the rusty Hiveships of the various [[Vaurca]] Hives. Despite its immense size, it is still designed to engage in ramming actions.&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=7229</id>
		<title>Unathi Military Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=7229"/>
		<updated>2017-12-05T22:28:41Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* The Navy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
The Hegemony, the primary government of the Unathi, has a military that operates under a feudal system.&lt;br /&gt;
&lt;br /&gt;
The nobility of the Unathi operate under a fuedal system of obligations and mutual protection, where Lords are granted certain priviledges. In exchange, the Lords are obligated to maintain a personal standing army to be summoned in times of war to defend the Hegemony or advance its interest. Legally, Hegemony Clans are obligated to provide 70% of their levy to the Hegemon during war. Historically this has been contained to Moghes, though in recent years, with the creation of a navy that can operate in deep space the feudal concept has expanded to include an admiralty.&lt;br /&gt;
&lt;br /&gt;
== The Army ==&lt;br /&gt;
&lt;br /&gt;
The Hegemony&#039;s primary army is a shell of its former self. The many Lords all had levy&#039;s averaging between 400 to 12,000 soldiers ready to be mobilized and deployed. The Lords would lead these armies equivalent to human Generals, with the Hegemon being the overall commander. The total combined strength of the army is believed to have been around 2.3 million men.&lt;br /&gt;
&lt;br /&gt;
Clan Lords were responsible with maintaining private retinues to defend their personal clan&#039;s holdings, or to be summoned by their greater Lord.&lt;br /&gt;
&lt;br /&gt;
Master at Arms, similar to a human Commander rank, directly lead the private retinue of a clan, which generally size between 30 - 700. They are almost, if not always, members of that Clan&#039;s immediate family.&lt;br /&gt;
&lt;br /&gt;
After the Contact War most adult fighting men have been killed, made incapable, or abandoned Moghes in the face of the growing Wasteland and many Lord&#039;s inability to pay their men. The current estimated combined levy strength of the Hegemony is believed to be between 200,000 - 300,000, most of them consolidated in the Untouched Lands save for periodic expeditions to assault bandits or other minor threats from the lawless Wastes.&lt;br /&gt;
&lt;br /&gt;
== The Navy ==&lt;br /&gt;
&lt;br /&gt;
Currently the Hegemony has two fleets, unique in being a professional standing army rather than a collection of levys. Lord-Admirals command their individual fleets, with the human naval structure adopted to some degree. Captain&#039;s run the individual ships, with Commanders being the second in command of the ship. The navy maintains a force of 90,000 men, though it continues to grow as the Hegemony attempts to expand its power into space.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;1st Fleet&#039;&#039;&#039; is commanded by &#039;&#039;&#039;Lord-Admiral Trazarial Yizarus&#039;&#039;&#039; who leads it from the flagship HMV Cataclysm. He is a decorated war hero and famous for his unshakeable adherence to the unathi code of honor. During the succession crisis between Not&#039;Zar Izweski and S&#039;linzar Ickza, Yizarus defied Ickza and continued to support Not&#039;Zar until his eventual restoration. The 1st Fleet has the Cataclysm, 25 Bulwarks, 35 Brawlers, and 40 Foundations.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;2nd Fleet&#039;&#039;&#039; is commanded by &#039;&#039;&#039;Admiral Oyuti Gour&#039;za&#039;&#039;&#039;. [https://forums.aurorastation.org/viewtopic.php?p=87184#p87184|He is notable for being the first commoner being appointed to such a prestigious post.] The fleet was formerly commanded by &#039;&#039;&#039;Lord-Admiral Azikyui Yizarus&#039;&#039;&#039;, Trazarial&#039;s brother. He is known to be hot-headed and opportunistic. He supported Ickza during the crisis. Fortunately the two siblings did not come to blows and Azikyui swore fealty to Not&#039;Zar after the crisis. He got to retain command of his fleet, with everyone doing their best to gloss over the whole technical treason business. The 2nd Fleet has 15 Bulwarks, 25 Brawlers, and 34 Foundations.&lt;br /&gt;
&lt;br /&gt;
=== Ship Classes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundation-Class&#039;&#039;&#039; ships are similar to human Corvettes. They are small vessels designed for patrol or skirmish action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brawler-Class&#039;&#039;&#039; ships are similar to human Destroyers. They are larger and better armored than Foundations. They are usually equipped with heavy mass-driver weapons and reinforced shapes at the front of the vessel designed for ramming actions. They make up the majority of the Hegemony&#039;s navy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bulwark-Class&#039;&#039;&#039; ships are similar to human Cruisers. They are equipped with heavy laser and ion weapons. Similar to Brawlers they are designed for ramming actions, with their large size making this action an immense threat to smaller ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hammer-Class&#039;&#039;&#039; ships are similar to human Battleships. The Hegemony does not currently possess a Hammer-class ship, favoring instead to jump immediately to the superdreadnaught class vessel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cataclysm-Class&#039;&#039;&#039; ships are a class of super-dreadnaught. The Hegemony possesses only one of these, it&#039;s namesake, but plans are in place to construct at least 10 more within 20 years. They are truly massive vessels, larger than any other military vessel available to the other factions save for the rusty Hiveships of the various [[Vaurca]] Hives. Despite its immense size, it is still designed to engage in ramming actions.&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=7226</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=7226"/>
		<updated>2017-12-03T20:48:52Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* The Battle of Ouerea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting in 2015, the lore team started the living lore project with a goal of making the lore feel alive and dynamic. The status quo of species were changed or reinforced through many story arcs presented through news articles. These storylines played out over many days and several had a direct impact on the station.&lt;br /&gt;
&lt;br /&gt;
A brief summary of the storyline for the [[Unathi]] is here.&lt;br /&gt;
&lt;br /&gt;
== Unathi Enter The Bluespace Age (2457)==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===The Amnesty Navy===&lt;br /&gt;
&#039;&#039;&#039;On June 2nd&#039;&#039;&#039; 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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
===Destruction of the Daedalus and Response===&lt;br /&gt;
&#039;&#039;&#039;On June 3rd&#039;&#039;&#039; 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;
&lt;br /&gt;
===The Douglas Gaffe===&lt;br /&gt;
&#039;&#039;&#039;On June 4th&#039;&#039;&#039; 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;
&lt;br /&gt;
===The Hegemony Demands Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On June 23rd&#039;&#039;&#039; 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 [[Skrell|Jargon Federation]] and [[Sol Alliance]] at the time, who originally ignored the demands. Jargon even warped four extra frigates in orbit of Ouerea to ensure the safety of its citizens on and around the planet.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On July 5th&#039;&#039;&#039; [https://forums.aurorastation.org/viewtopic.php?p=30097#p30097|the Unathi launched a surprise attack on a Skrell flotilla in orbit of Ouerea.] With the element of suprise a Unathi ship managed to ram a Skrell cruiser before they returned fire. After a brief skirmish the Skrell retreated while the Unathi lost 12 ships and captured a Skrellian vessel. The Skrell assembled for crisis talks, but a response was slow to form due to a [[Dionae]] leading the response.&lt;br /&gt;
&lt;br /&gt;
===Ouerea Rejoins The Hegemony===&lt;br /&gt;
&#039;&#039;&#039;On July 7th&#039;&#039;&#039; 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;
&lt;br /&gt;
&#039;&#039;&#039;On July 12th&#039;&#039;&#039; Jargon ceded the planet in exchange for all Skrell prisoners being returned, also not wanting to lose valuable lives and resources to defend Ouerea. The Jargon Federation also cut all ties with the Unathi, taking on a dismissive and cold stance to the Hegemony that would not be repaired until the eventual ascension of Not&#039;Zar Izweski.&lt;br /&gt;
&lt;br /&gt;
[[Hephaestus Industries]] was 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;
&lt;br /&gt;
== The Cataclysm (2458)==&lt;br /&gt;
&lt;br /&gt;
===Sabotage on the Maiden Voyage===&lt;br /&gt;
&lt;br /&gt;
===War Against The Frontier===&lt;br /&gt;
&lt;br /&gt;
=== Victory and Re-Launch ===&lt;br /&gt;
&lt;br /&gt;
== The Succession Crisis (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Death of Heir Yakt: Rise of S&#039;linzar ===&lt;br /&gt;
&lt;br /&gt;
=== Defeat of S&#039;linzar: Rise of Not&#039;Zar ===&lt;br /&gt;
&lt;br /&gt;
== The Rise Of the Iron Masks (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Defending From the Cult Menace ===&lt;br /&gt;
&lt;br /&gt;
=== The Failed Holy Coup ===&lt;br /&gt;
&lt;br /&gt;
== Arrival Of The Vaurca (2459)==&lt;br /&gt;
&lt;br /&gt;
=== The Fief of Tret ===&lt;br /&gt;
&lt;br /&gt;
== The Hegemonic Assembly (2459)==&lt;br /&gt;
&lt;br /&gt;
=== Conquer or Rebuild? ===&lt;br /&gt;
&lt;br /&gt;
=== We Will Conquer (The Wasteland) ===&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=7225</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=7225"/>
		<updated>2017-12-03T20:47:09Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* The Douglas Gaffe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Starting in 2015, the lore team started the living lore project with a goal of making the lore feel alive and dynamic. The status quo of species were changed or reinforced through many story arcs presented through news articles. These storylines played out over many days and several had a direct impact on the station.&lt;br /&gt;
&lt;br /&gt;
A brief summary of the storyline for the [[Unathi]] is here.&lt;br /&gt;
&lt;br /&gt;
== Unathi Enter The Bluespace Age (2457)==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===The Amnesty Navy===&lt;br /&gt;
&#039;&#039;&#039;On June 2nd&#039;&#039;&#039; 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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
===Destruction of the Daedalus and Response===&lt;br /&gt;
&#039;&#039;&#039;On June 3rd&#039;&#039;&#039; 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;
&lt;br /&gt;
===The Douglas Gaffe===&lt;br /&gt;
&#039;&#039;&#039;On June 4th&#039;&#039;&#039; 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;
&lt;br /&gt;
===The Hegemony Demands Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On June 23rd&#039;&#039;&#039; 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 [[Skrell|Jargon Federation]] and [[Sol Alliance]] at the time, who originally ignored the demands. Jargon even warped four extra frigates in orbit of Ouerea to ensure the safety of its citizens on and around the planet.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Ouerea===&lt;br /&gt;
&#039;&#039;&#039;On July 5th&#039;&#039;&#039; [https://forums.aurorastation.org/viewtopic.php?p=30097#p30097|the Unathi launched a surprise attack on a Skrell flotilla in orbit of Ouerea.] With the element of suprise a Unathi ship managed to ram a Skrell cruiser before they returned fire. After a brief skirmish the Skrell retreated, scuttling one battleship while the Unathi lost 12 ships and captured a Skrellian cruiser. The Skrell assembled for crisis talks, but a response was slow to form due to a [[Dionae]] leading the response.&lt;br /&gt;
&lt;br /&gt;
===Ouerea Rejoins The Hegemony===&lt;br /&gt;
&#039;&#039;&#039;On July 7th&#039;&#039;&#039; 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;
&lt;br /&gt;
&#039;&#039;&#039;On July 12th&#039;&#039;&#039; Jargon ceded the planet in exchange for all Skrell prisoners being returned, also not wanting to lose valuable lives and resources to defend Ouerea. The Jargon Federation also cut all ties with the Unathi, taking on a dismissive and cold stance to the Hegemony that would not be repaired until the eventual ascension of Not&#039;Zar Izweski.&lt;br /&gt;
&lt;br /&gt;
[[Hephaestus Industries]] was 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;
&lt;br /&gt;
== The Cataclysm (2458)==&lt;br /&gt;
&lt;br /&gt;
===Sabotage on the Maiden Voyage===&lt;br /&gt;
&lt;br /&gt;
===War Against The Frontier===&lt;br /&gt;
&lt;br /&gt;
=== Victory and Re-Launch ===&lt;br /&gt;
&lt;br /&gt;
== The Succession Crisis (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Death of Heir Yakt: Rise of S&#039;linzar ===&lt;br /&gt;
&lt;br /&gt;
=== Defeat of S&#039;linzar: Rise of Not&#039;Zar ===&lt;br /&gt;
&lt;br /&gt;
== The Rise Of the Iron Masks (2458)==&lt;br /&gt;
&lt;br /&gt;
=== Defending From the Cult Menace ===&lt;br /&gt;
&lt;br /&gt;
=== The Failed Holy Coup ===&lt;br /&gt;
&lt;br /&gt;
== Arrival Of The Vaurca (2459)==&lt;br /&gt;
&lt;br /&gt;
=== The Fief of Tret ===&lt;br /&gt;
&lt;br /&gt;
== The Hegemonic Assembly (2459)==&lt;br /&gt;
&lt;br /&gt;
=== Conquer or Rebuild? ===&lt;br /&gt;
&lt;br /&gt;
=== We Will Conquer (The Wasteland) ===&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Bluespace&amp;diff=7222</id>
		<title>Bluespace</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Bluespace&amp;diff=7222"/>
		<updated>2017-12-02T03:18:52Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Bluespace is a form of pocket dimension that was discovered in 2413 by Doctor Samantha Tigard and an anonymous Skrellian research team, who at the time was conducting a theoretical physics experiment to test the probability of a resonance cascade scenario, in which a portal to an alternate dimension would be opened. Tigard&#039;s experiments, when coupled with some theoretical models contributed by the Skrell, discovered Bluespace. She later went on the pioneer the first Enhanced Warp-Bluespace Drive. Powering the drive proved difficult until the discovery of plasma in 2417, which could easily power a bluespace crystal compared to more traditional power sources.&lt;br /&gt;
&lt;br /&gt;
The first drone sent into Bluespace was constructed by the Einstein Engines corporation, and traveled to the edge of the Alpha Centauri system in less than ten minutes. However, using Doctor Tigard&#039;s experimental &#039;drive&#039; system would not work for tradition travel, as it could not be focused and it was only large enough for objects smaller than the average human. Selling her designs for a record 234,000,000 standard Credits to the Einstein Engines corporation, the first Bluespace Gate began construction in 2420. Finished in 2425, the first Bluespace Gate, orbiting Mars, spanned the size of fifty meters, and had seven fusion reactors built into it. The existing, inefficient Warp Gates were quickly converted into Bluespace Gates, allowing them to be powered much more efficiently.&lt;br /&gt;
&lt;br /&gt;
==How it works==&lt;br /&gt;
&lt;br /&gt;
Bluespace is a very strange form of pocket dimension, that is largely unpredictable and completely unexplored. While there is speculation about the possibility of celestial bodies existing in Bluespace, it is highly unlikely. Travelling in the Bluespace dimension without a proper gate or Bluespace drive has thus far been proven to be incredibly dangerous, with probes either appearing in unintended locations or never returning at all. Travelling in the Bluespace dimension, depending on the power of the gate entered, varies from 10x the speed of light, to 1000x the speed of light. As of 2457, there are two methods of utilizing bluespace for galactic travel: Bluespace Gates, and Bluespace Drives.&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Gates ===&lt;br /&gt;
&lt;br /&gt;
Bluespace Gates (or just &amp;quot;Gates&amp;quot;) are generally used for travel between distant star systems for the mass majority of ships which don&#039;t have their own Bluespace Drives. They form the &#039;highway&#039; of galactic travel, and are the basis of FTL transportation, as they allow fast travel to any other Gate regardless of its distance. Gates are generally 1 by 1 km and are ring-shaped with projectors facing inwards. Gates are completely automated, and activated with a transmission to the gate&#039;s communication system. In this communication, you must include your ship ID, faction, and intended location. Gates will refuse to open for wanted personas, and will alert the closest authority if attempted to be accessed. Gates will do the same for unregistered ships. &lt;br /&gt;
&lt;br /&gt;
Gates are used by virtually all ships without their own bluespace drives. Due to the size of gates and how much they are used, incoming ships enter the gate on the right side, causing them to &#039;exit&#039; on the left in the mirrored gate, making gate travel much like a drive on Earth. Most Gates are constructed by NanoTrasen, who charge a small fee for each use of a Gate; 20 standard credits.&lt;br /&gt;
&lt;br /&gt;
Originally bluespace gates were built as [https://wiki.aurorastation.org/index.php?title=Timeline_of_Humanity#The_Warp_Gate_Project|far inferior warp gates]. While advanced for their time, they were far slower and much more expensive than current bluespace travel. The warp gate project was and remains the most ambitious, far reaching, and expensive construction project in the known galaxy. The debt from this project is still being paid off to this day by the [https://wiki.aurorastation.org/index.php?title=Sol_Alliance| Sol Alliance], who shouldered most of the cost. Thus, when NanoTrasen swept in with Bluespace, they were able to monopolize the rights to retrofit the now-defunct Warp Gates almost immediately after the mega-project was finished.&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Drive ===&lt;br /&gt;
&lt;br /&gt;
Bluespace drives are generally reserved for military ships, or for civilian ships that have the luxury of affording a drive. Bluespace drives are limited by the size of any given vessel, and require Bluespace Crystals to function, as well as enough plasma to power the crystal. Each bluespace Crystal provides a certain amount of &#039;jumps&#039; per type of drive. It is NOT recommended to use a Bluespace drive to jump to any place not sustained by a Bluespace Gate or Jump Beacon (such as those utilized by the NSS Aurora for incoming and outgoing shuttles). Ships that fail to jump to the appropriate points or fail to log a jump flight path with a traffic controller run the risk of colliding with another object at the exit point. On rare occasions, two objects become &#039;entangled&#039; upon exiting bluespace at the same location, causing the two bodies to meld in bizarre ways - which has thus far always been fatal for the inhabitants of the vessels.&lt;br /&gt;
&lt;br /&gt;
Bluespace Drives project a field around a certain meter distance around the ship itself, enveloping it into the bluespace dimension, and then &#039;jumps&#039; it to the plotted destination. Drives can be used to jump to &#039;&#039;any&#039;&#039; location within range, but this is incredibly dangerous. High Quality drives are more efficient in plotting exit coordinates and can be used for virtually any place to travel with minimal risk, but these drives remain incredibly expensive and used almost exclusively by the militaries of the major factions, or the adventurous wealthy.&lt;br /&gt;
&lt;br /&gt;
==Mysteries of Bluespace==&lt;br /&gt;
&lt;br /&gt;
A small segment of the scientific community have become increasingly alarmed at how fast the known galaxy have invested in bringing Bluespace into society, while there are still several major mysteries surrounding this new dimension and its interactions with our own. Since the discovery of bluespace, humanity has managed to discover several strange artifacts and lifeforms not known to follow the laws of our reality, including slimes, which were originally discovered in areas along with artifacts.&lt;br /&gt;
&lt;br /&gt;
These new discoveries - which often ended in tragedy as the artifacts hold mysterious, dangerous powers - has prompted Nanotrasen to create an entirely new field of study: Xenoarchaeology. The leading station for this field is the NSS Aurora, where a research outpost was created on an asteroid filled with xeno fossils and artifacts.&lt;br /&gt;
&lt;br /&gt;
Two leading theories have emerged from initial speculation: Either an advanced race exists in bluespace and they have made moves into our own in the past, leaving these artifacts behind, or the second theory that the bluespace mysteries and fossils are entirely separate, and that the &amp;quot;precursors&amp;quot; are not related to the strange, exotic mysteries surrounding bluespace.&lt;br /&gt;
&lt;br /&gt;
=== Golems ===&lt;br /&gt;
One of the most startling discoveries from Xenobiology was the accidental discovery of what are now known as Adamantine Golems. The bipedal creatures are actually made of the gelatin slime substance solidified completely until it has the resilience of iron. It is theorized that they are in the same family as slimes, and are used to accomplish tasks too complex for the regular slimes. &lt;br /&gt;
&lt;br /&gt;
Currently golems exist for 24 hours after creation, the golems spontaneously teleport away in a brief bluespace anomaly. Many attempts have been made to tag golems in order to track them. Only 12% of golems have managed to be recovered, with the other ones being lost the moment they bluespace away, the tracker becoming unresponsive. Recovered golems are almost unanimously found near bluespace artifacts or slime colonies. After blue spacing away, the golems exist for another 48 hours before suddenly expiring.&lt;br /&gt;
&lt;br /&gt;
Due to being mostly harmless and possessing limited intelligence but a desire to work and please their creator, golems have recently been granted allowance to work very basic civilian or assistant roles under supervision on Nanotrasen research stations. However, they must leave with the next crew transfer and be handed over to the Central Command Xenobiology Division for further study.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Misc]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=7212</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=7212"/>
		<updated>2017-11-30T21:49:14Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
[[Image:Mars_Biodomes.jpg|thumb|250px|A view of new biodome complexes in Olympia.]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Mars (Sol IV) is the fourth planet out from [[Sol]]. Often called the Red Planet, it has surface area the size of Earth&#039;s entire landmass. It has a stable population of 4.5 billion people. Less than 7% of the population is non-human. There is a significant minority of synthetics on the planet; a hold-over from Mars&#039; early years of harsh criminal justice allowing corporations to borgify criminals responsible for major crimes.&lt;br /&gt;
&lt;br /&gt;
Despite its proximity to Earth, [[Timeline of Humanity|during the early years of interstellar colonization]] Mars was only home to small scientific expeditions and outposts that etched out a meager existence until the 2200&#039;s, when terraforming technology was finally able to slowly reintroduce water and atmosphere to the planet. Currently the atmosphere is breathable but incredibly thin, which makes strenuous efforts outside the domed cities very dangerous.&lt;br /&gt;
&lt;br /&gt;
Mars is divided between hundreds of competing city-states, corporate interests, and nomadic groups. Nearly all of these groups have disputes with one another over water rights.&lt;br /&gt;
&lt;br /&gt;
Mars is technically independent, but remains a member of the Sol Alliance and sends representatives to the Alliance Senate, putting it in a political limbo. Until recently an Alliance fleet remained in orbit of Mars at all times, ensuring that the planet remains disarmed and free of armed disputes. [[https://forums.aurorastation.org/viewtopic.php?p=88703#p88703|With a political shift in 2459]], that fleet was removed and Mars is now free to govern itself - possibly at the expense of SolGov.&lt;br /&gt;
&lt;br /&gt;
== Demographics ==&lt;br /&gt;
&lt;br /&gt;
=== The Urban Martians ===&lt;br /&gt;
&lt;br /&gt;
The average Martian citizen doesn&#039;t leave their respective city or arcology than a few times in their lives, but still, low pressure survival and suit usage is a mandatory part of education. Most of the population lives in cramped spaces and tiny apartments. The cities themselves are usually a maze of interconnected buildings, roadways and tunnels. While natives can navigate these with ease, those unfamiliar with their surroundings find it difficult to travel even a few blocks without a GPS. With low police coverage and lax laws on gambling and crime, many criminal organizations have sprung up and remained for centuries. Because of this, Mars boasts one of the largest and most enigmatic criminal underworlds in Sol space, often having strong ties with the city-states they occupy. Corruption is a fact of life for most urban Martians.&lt;br /&gt;
&lt;br /&gt;
Despite this, they enjoy many modern amenities. The major cities all enjoy equipped gravity generators, allowing the healthy development of the population in a gravity equal to Earth.&lt;br /&gt;
&lt;br /&gt;
The urban population accounts for 90% of the Martian population.&lt;br /&gt;
&lt;br /&gt;
==== The Arcologies ====&lt;br /&gt;
&lt;br /&gt;
Of the urban Martians, the vast majority reside in arcologies: sprawling overbuilt megalopolises with multiple layers of buildings up to one and a half kilometer tall. They are are sometimes referred to as ‘Hives’ or ‘Fēngcháo’, a term coined up in 20th century science fiction. The largest among them contain up to half a billion people. Largest buildings in them are usually massive [[Arcology|arcologies]], that can provide jobs, shops, services and living space by themselves for numbers up to several million people. Most of the inhabitants in them reside in tiny room-sized apartments that often do not even contain all the needed installations such as toilets and showers, or cooking appliances just to conserve space and lower maintenance costs. As a rule, higher you go in martian buildings, the larger and more expensive apartments become.&lt;br /&gt;
&lt;br /&gt;
=== Rural Martians ===&lt;br /&gt;
&lt;br /&gt;
Despite the inhospitable terrain, the deserts around the cities are not uninhabited. Boomtowns and villages wax and wane across the surface. Most rural Martians have rejected the daily grind of urban life, preferring to life off the land.&lt;br /&gt;
&lt;br /&gt;
Most rural Martians live in small, sealed biomes. Many of these small towns, usually numbering no more than 20 - 2,000 people, are sponsored by a major corporation and get by on hydroponic farming or mining. Martian tubers, such as potatoes, remain a popular dish in the core worlds as the Martian soil - when removed of toxic elements - gives them a unique flavor. &lt;br /&gt;
&lt;br /&gt;
Rural Martians tend to have a deep connection to the planet and its soil. The appreciation for the harsh environment has bred a population of rugged survivalists. This is compounded by their lack of access to gravity generators; many rural Martians try to raise money to send pregnant, young, or growing family members to the cities. Those that stay behind adopt a vigorous culture of physical fitness as they try to stave off the developmental issues associated with low gravity.&lt;br /&gt;
&lt;br /&gt;
==== Nomads ====&lt;br /&gt;
&lt;br /&gt;
One of the notable groups that live outside the megacities are Djor Abdussalam, a group of nomadic islamic descendants mostly of european origin, that subscribe to their own sect of islam. They claimed large areas of land deserts and poles as their own, declaring it the Djor Province. Although Martian City-states have outright denied those claims, the nomad people have established their own settlements on it and traverse it freely. Ascetic values and intelligent thinking have allowed them prosper, through trade, research and salvaging. They boast their own bio-domed settlements that are usually done in highly impractical, antique, yet beautiful settlements of neo-african and middle eastern style. Despite building such beautiful settlements, Djor rarely stay in them as a result of their restless nature. As a result, homes tend to swap families over a dozen times in a single year. This expansive lifestyle that the cream of their society enjoys is supported by research foundations and several notable banks they own. The entire society, from poorest to richest, respects and adheres to traditional behavior, as much as survival would allow.&lt;br /&gt;
&lt;br /&gt;
[[Image:MarsLabelled.png|thumb|250px|Despite the harsh and arid environment, many urban areas have developed.]]&lt;br /&gt;
&lt;br /&gt;
== Terraformed Environment ==&lt;br /&gt;
&lt;br /&gt;
Cold, arid and extremely inhospitable, with average temperature of -10°C (14°F), moving between a minimum of -80°C  (-112°F) and a maximum of 60°C (140°F). A Martian day is only slightly longer than a standard day at 25 standard hours, but the Martian year is 687 standard days long. It has a 37% gravity of Earth’s, which is too low for appropriate development of humans outside locations with installed gravity generators.&lt;br /&gt;
&lt;br /&gt;
=== Green Mars ===&lt;br /&gt;
&lt;br /&gt;
Early on during the terraforming projects of 2200 onward, Alliance scientists bio-engineered specialized plants to survive the thin atmosphere and toxic soil. Species of grass found on Earth above elevations of 8,000 feet were altered to be even more drought resistant and manage Mars&#039; thinner atmosphere. Similar projects were done on variety of trees and shrubs before being introduced to Mars. The result is that the &#039;wet&#039; areas of Mars host stubborn plant life that struggles to etch out its existence. Despite being incredibly invasive and fast spreading, the inherent nature of how hostile the Martian terrain and weather is means the explosive growth of these martian plants are kept in check.&lt;br /&gt;
&lt;br /&gt;
No native animal life exists on Mars, and efforts to breed domesticated animals to survive the thin Martian atmosphere have consistently failed or proved infeasible.&lt;br /&gt;
&lt;br /&gt;
=== Blue Mars ===&lt;br /&gt;
&lt;br /&gt;
Almost all of the major cities on Mars are concentrated around liquid water. Because of the unique mineral content of Martian soil, unfiltered Martian water is incredibly acidic and unsafe to drink. Very few fish can survive in the Martian lakes and seas, and none of them safe to eat or fish. Rain on the Red Planet is also, more often than not, undrinkable. Huge desalination and treatment plants work around the clock to provide fresh water to the cities, and control of these facilities - and the water they pump - remains an incredibly divisive issue for most Martian city-states.&lt;br /&gt;
&lt;br /&gt;
Due to terraforming, Mas its own natural rain cycle, composed of both water and carbon dioxide, with the former usually falling as snow during summer, and the latter forming snow in the winter. Rain followed by formation of lakes is not unseen, but these often don’t last more than a day and form flat beds of quicksand behind.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Early Colonization ===&lt;br /&gt;
&lt;br /&gt;
Despite Mars being a barren planet, a mixture of desperate living conditions on Earth and a bold commitment to exploration and colonization caused it to experience small scale colonization in the 2100&#039;s. &#039;&#039;&#039;After the terraforming efforts of 2200&#039;&#039;&#039; began, optimistic nations and corporations attempted to set up a foothold on it, causing tens of thousands of colonists to arrive during the first waves. After it became clear that Mars would remain hostile for quite some time, was passed over for more suitable, distant worlds for a long period, leaving the original settlers to etch out a meager life. The byproduct of this is that many issues, national and cultural that plagued humanity at those times were brought over to the Red Planet, causing tensions between its inhabitants and new settlers. Despite the one world government of the Alliance, individual nations on Earth would finance and support colonies on Mars, pitting them against one another. Wars between the colonies, although rare, were not unheard of. The ones that survived have long since grown into large, independent city-states, which are for the most part friendly competitors under the watchful eye of Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
However, the tensions combined with the planet’s wildly different features and cultural mindsets have, over centuries, produced cultures and traditions unique to Mars. Even today, some of many culture groups on Mars still keep to old traditions that have all but disappeared on Earth. Many Martians take pride in this, believing that Mars holds a unique connection to humanity in its pure state.&lt;br /&gt;
&lt;br /&gt;
=== The Catastrophe of 2298 ===&lt;br /&gt;
&lt;br /&gt;
The first of two major catastrophes in Martian history was the &#039;&#039;&#039;abrupt failure of its terraforming infrastructure in the winter of 2298&#039;&#039;&#039;. The entire infrastructure was linked to a single network, which suffered a serious melt-down as a result of human error. The network either shut down areas of terraforming or spit out wild algorithms that put the entire project into a tailspin. The network was restored after several days, but the result was catastrophic swings in the climate. For the next 10 years Mars experienced climactic storms that severely damaged or even destroyed domed cities and utterly wiped out smaller settlements. The atmosphere was flooded with excessive C02 that smothered people in the open without internals. Billions of credits of property damage was recorded, and millions were killed as a direct result of the disaster. It was estimated to have put back terraforming efforts by a century.&lt;br /&gt;
&lt;br /&gt;
Despite the damages, an investigation by SolGov saw only three technicians arrested, and all three were later acquitted despite anger and protest from the Martian population.&lt;br /&gt;
&lt;br /&gt;
In modern times, the ruins of cities lost to the catastrophe remain popular spots for scavengers, explorers, and tourists.&lt;br /&gt;
&lt;br /&gt;
===The Martian World War===&lt;br /&gt;
&lt;br /&gt;
Considering Mars&#039; strong ties with Earth governments and its dependence on Sol Fleets, Mars never had unified interests or tools to openly fight against the Sol Government during the [[Timeline of Humanity| First Interstellar War]]. Despite this, many Martians felt sympathetic to the Coalition of Colonies, as they felt they shared the resentment towards a growing, imperialist oppression within the Alliance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the early stages of the war in 2278&#039;&#039;&#039;, the Alliance quickly pressed the small Martian self-defense force into service, merging the tiny Martian fleet into the Alliance navy. Factions on Mars, which began calling themselves the &#039;&#039;&#039;Red Coalition&#039;&#039;&#039;, began rallying popular and political support. They had many reasons to desire independence from the Alliance, which had shown casual disregard for Mars. Financially backed by the The Coalition of Colonies (CoC), on &#039;&#039;&#039;18th of January, 2279&#039;&#039;&#039;, many Martian nations seceded from Sol Alliance and launched a coordinated, surprise attack on the rest of Mars. &lt;br /&gt;
&lt;br /&gt;
The loyalist city-states became known as the &#039;&#039;&#039;Sol Coalition&#039;&#039;&#039;, or more popularly, the Blues. &lt;br /&gt;
&lt;br /&gt;
With the mighty fleets of the Alliance out fighting in the frontier, the Blue Coalition saw very little material aid from the Alliance. Red Rangers, special forces under the Red Coalition, seized lightly defended orbital Alliance military stations, including nuclear-equipped missile platforms. The Red Coalition threatened to use these weapons on any planet or fleet that attempted to intervene, effectively isolating Mars and throwing it into a Cold War with Earth.&lt;br /&gt;
&lt;br /&gt;
As military conventions prohibited direct bombing of population centers, the Red conquest consisted of prolonged sieges while unrest, terrorist attacks and counter-offensives began to sap their ability to wage war. In the face of growing losses, the leadership of the Red Coalition gained the dubious honor of being the second nation in human history to use nuclear weapons in warfare. In &#039;&#039;&#039;2284&#039;&#039;&#039;, the Red Coalition city-state of Terra Nova, facing capitulation in the face of advancing Blue forces, successfully appealed to an orbital missile platform to launch a nuclear missile on a nearby Blue city of New Dresden in an attempt to turn the tide of war. &lt;br /&gt;
&lt;br /&gt;
This action immediately fractured the entire Red Coalition, with most of its members reeling from the action. Within days the majority of city-states in the Red Coalition abandoned the alliance, and within weeks the remainder had surrendered.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Treaty of Olympus&#039;&#039;&#039; was signed on &#039;&#039;&#039;5th of April, 2284&#039;&#039;&#039; featuring unconditional surrender of remaining Red Coalition states. The Alliance, negotiating on behalf of the loyalist Blues, used the treaty to place harsh restrictions on Mars. The entire planet was disarmed and all factions on it surface were banned from fielding a standing army, navy, or engaging in armed conflicts with one another. In addition, the planet was put under &amp;quot;indefinite&amp;quot; martial law, with an Alliance Admiral permanently stationed in orbit of the planet to enforce indirect martial law, overriding any local laws or ordinances.&lt;br /&gt;
&lt;br /&gt;
==History of Terraforming==&lt;br /&gt;
&lt;br /&gt;
Terraforming process started during the late part of the 22nd century, as massive terraformers designed to turn Mars’ natural minerals into gasses and legions of cyborgs were put into action. The idea was to replicate the Global Warming process humans have inadvertently done on Earth, but in a more controlled environment  with goals of increasing both air pressure and temperature. The process was incredibly slow and expensive, and dogged by a major catastrophe in 2298 that nearly ended the entire process and caused untold amounts of human suffering and economic damage.&lt;br /&gt;
&lt;br /&gt;
Although controversial for both its cost and dangers, the terraforming project of Mars is considered a success. The air is still toxic, but it effectively raised Mars&#039; near zero pressure to slightly tolerable, along with the average temperature. Furthermore, the vast amounts of polarized iron dust now flowing around the planet’s lower orbit has created for a makeshift electromagnetic shield, reducing harmful radiation by a large degree. Efforts are being made to maintain it by crushing and polarizing asteroids in orbit, despite the ever increasing volume of orbital traffic. These difference meant that by 2400 a space suit was no longer needed to traverse its surface. Instead, pressure suits or thick clothing, along with eye, mouth and ear protection are enough to stop the worst effects of low pressure environment.  Single-cellular life has prospered as well, due to a atmosphere now rich with organic particles. Due to this, Mars is slowly losing its famous red color.&lt;br /&gt;
&lt;br /&gt;
===Ruins and small colonies===&lt;br /&gt;
&lt;br /&gt;
Mars has a relatively long history of colonization, as well as destructive events. This has resulted in many colonies, facilities and cities covering the wastes of the planet. One such city is Divitiae. Once an prospective independant mining colony, it failed to establish itself during the earily Mars gold rush. A rapid growth period was followed by a slow death of the settlement. Raging storms and lack of funds for redevelopment turned it into a Mars equivilent of Detroit. While people still live there (mostly in poverty), it&#039;s often targeted by scavengers, taking and destroying whatever of value the storms uncover.&lt;br /&gt;
&lt;br /&gt;
Some other, smaller colonies suffered a similar fate, becoming the poorest settlements on Mars.&lt;br /&gt;
&lt;br /&gt;
==Ethnic makeup==&lt;br /&gt;
&lt;br /&gt;
While the planet has a diverse population, the cities themselves often do not, sometimes corresponding with the population makeup of their parent nations on Earth. For example, former chinese colony of Tiānkōng tǎ (Sky Tower), now a megacity and city-state, has disproportionately large amount of ethnic-chinese inhabitants, population density and poverty. This is a consequence of various earth events. As the Pacific Ocean started to eat at China’s mainland, almost billion people ended up displaced over time. As such, many went to join their kinsman in space. American and European colonies have greater ethnic diversity, while other nation specific colonies have far less.&lt;br /&gt;
&lt;br /&gt;
==Synthetics==&lt;br /&gt;
During the peroid of terraforming, Mars received an immense number of [[IPC|Cyborgs]] to serve as its workforce. In the late part of the 22nd century, Humanity has achived the ability to produce heavy cyborgs. Being able to function and work freely in the harsh environment, Martian terraforming firms pressed for more and more cyborg workers, but volunteers for this process were few and far between. It was untested, dangerous, and the success rate for brain transplantation into cyborg cylinders was far from one hundred percent. The demand pressed Sol Government to produce more and more cyborgs. Eventually, to meet demand, cyborgification was implemented as capital punishment for crimes, less and less severe as time passed. In total, between 2204, when the implementation of cyborgs started, and 2060, when it stopped, over 35 million cyborgs have been sent to Mars as serve as workforce. Ironically, the Terraforming project started to backfire soon after.&lt;br /&gt;
&lt;br /&gt;
The extent of the crimes Martians caused, as well other problems the synthetics caused,resulted in an overall negative view of AIs and cyborgification among the populace.  Sometime after, Mars Senate constructed a large monumental graveyard for victims of forced cyborgification sometimes refered to CyTomb. Cyborgs and cyborgification are banned in several larger City-States.&lt;br /&gt;
&lt;br /&gt;
== Economy==&lt;br /&gt;
&lt;br /&gt;
Mars&#039; economy is developed and mixed, with it&#039;s largest industries being orbital construction, mining and a small but rapidly growing hydroponics industry. Mars also enjoys being the center of Sol trade, with over 40% of Sol&#039;s trade at some point passing through the planet or one of its stations, due in no small part to the Bluespace Gate near the planet. &lt;br /&gt;
&lt;br /&gt;
Low gravity and favorable air drag allow for cheap and efficient landings by shuttles, allowing shuttle traffic to far surpass what just the planet&#039;s space elevators would allow. Low gravity allows constructions of space elevators at larger longitudes Mars as compared to Earth, this, combined with amount of space trade the planet receives, has shifted center of planets economy into planetary orbit. The port megacities are as such, by far the wealthiest. The richest and most developed is Olympia, which is often thought of as the center of Mars. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Martian Senates ==&lt;br /&gt;
&lt;br /&gt;
Mars has almost as complex, antiquated and corrupt political system as Earth does. Many different types of governments either based on practicality or tradition are in practice, even some tiny monarchies and theocracies. Some megacities have ruling bodies consisting of representatives from various city sectors or arcologies. However, Mars has its own planetary representing body composed of representatives scaled according to population of the territorial bodies, with each having their own method of election: The Martian Senate&lt;br /&gt;
&lt;br /&gt;
The Mars Senate has large power concerning decisions that affect the planet as a whole, but little to no power over internal politics of the various self-proclaimed countries. It is located in city of Olympia, within the Galle Crater Terraformed Zone, but a majority of senior administration facilities and personnel reside in orbit on New Concordia station in orbit. &lt;br /&gt;
&lt;br /&gt;
The 464 member senate is meant to meet four times a year but rarely meets quorum (232) more than once. The Martian senate is split between the Red Front (192 seats) and GAIA (200) with the remainder 70 seats representing over a dozen different parties.&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=7186</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=7186"/>
		<updated>2017-11-26T06:48:54Z</updated>

		<summary type="html">&lt;p&gt;Jackboot: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
==Empire of Dominia==&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|Imperial Flag of Emperor Boleslaw Keeser and the Empire.]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
The Empire of Dominia was formed from an amalgamation of Unathi pirate clans and human colonists in the mid 25th century. It is made up of a single star system with four inhabited planets.  It&#039;s national motto is &amp;quot;In Their Name, So Shall It Be Done.&amp;quot; It&#039;s official language is Tau Ceti Basic and Sinta&#039;Azaziba. What is significant about Dominia is it&#039;s state religion, the &#039;&#039;&#039;Moroz Holy Tribunal&#039;&#039;&#039;, which rules alongside the Emperor and creates the laws of the land. It remains diplomatically isolated.&lt;br /&gt;
&lt;br /&gt;
=== Population and Planets ===&lt;br /&gt;
&lt;br /&gt;
The total population of the Empire is 1,393,583,842 based on the 2458 Census. This population is spread out over the nation&#039;s 4 planets. &lt;br /&gt;
&lt;br /&gt;
====Dominia====&lt;br /&gt;
The capital planet the Empire with roughly 800 million residents. The planet is largely dominated by its large polar circle which encompasses around 70% of the planets surface. Most settlements are dotted around the equator of the world, though some outer villages and towns are located in the sparse, frigid northern regions. The citizens of these arctic regions are known for their endurance and survival skills causing many to be recruited into the Imperial Army. In recent years efforts have been made to reclaim the polar regions with the use of large Echelon Mirrors, large constructions which direct heat and sunlight into their local surrounding areas. These melt zones are then settled and cultivated. There is a growing rift between the &#039;original&#039; inhabitants of the polar regions who&#039;s rugged, survivalist lifestyle is being replaced by the more &#039;cushy&#039; urban migrants.&lt;br /&gt;
&lt;br /&gt;
====Spartan====&lt;br /&gt;
The second most inhabited planet with 300 million people, Spartan has a thin but breathable atmosphere and largely unstable crust. It suffers from frequent natural disasters from earthquakes and volcanoes. Despite the violent geology making permanent habitation dangerous, the unstable crust contains an incredibly rich source of minerals and valuable ores that form the backbone of the local economy. &lt;br /&gt;
&lt;br /&gt;
====Alterum Magnum====&lt;br /&gt;
Carrying around 200 million people, Alterum Magnum is one of the more recent additions to the Empire. Featuring a diverse biosphere and an environment similar to Earths, the planets populations is rapidly growing after coming under Imperial control around two years ago. After a proper government administration was established, surveys revealed that the planet may have been terraformed in the ancient past. Due to the secretive nature of the Imperial government there are no methods of confirming these claims by the government.&lt;br /&gt;
&lt;br /&gt;
===Ignotum Balteum===&lt;br /&gt;
The least populated world in the Empire with 100 millions subjects, Ignotum Balteum is a dry world with a mixed climate of savannas, deserts and arid polar regions. Many Unathi are known to dwell here and the Moroz Holy Tribunal&#039;s power is at it&#039;s most potent. The Tribunal&#039;s influence here can even surpass the Emperors imperial will in some cases.&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
&lt;br /&gt;
Dominia uses the Galactic Credit like the rest of the galaxy, but to SolGov&#039;s frustration the system continues to use its own Imperial Pound as a local currency. &lt;br /&gt;
&lt;br /&gt;
The standard of living is extremely stratified. There is an extremely large underclass of the poor underneath a small caste of extremely wealthy land-owners. Dominia has an extremely small, stagnant middle class with limited economic mobility. Many companies in the system are styled after [[Unathi]] Guilds.&lt;br /&gt;
&lt;br /&gt;
===Societal===&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 40% Colonial European (Human descended from Inhabitants of Europe)&lt;br /&gt;
* 20% Colonial East Asian (Human descended from Inhabitants of East Asia)&lt;br /&gt;
* 20% Other (Humans of other heritage)&lt;br /&gt;
* 6% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
* 4% Unathi&lt;br /&gt;
&lt;br /&gt;
The state religion is the [[Moroz Holy Tribunal]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGovernment&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
Dominia operates as a feudal empire similar to the Izweski Hegemony, but far more radical and centralized in design.&lt;br /&gt;
&lt;br /&gt;
====Imperial Cabinet====&lt;br /&gt;
Acting as the executive cabinet, this branch of government exists to exert the will of the Emperor. Almost all major political posts are controlled by &#039;&#039;&#039;Emperor Boleslaw Keeser&#039;&#039;&#039;. Under him is his Imperial Cabinet, made up of:&lt;br /&gt;
&lt;br /&gt;
*High Lord General of the Army: Kasz Han&#039;San&lt;br /&gt;
*High Lord Admiral of the Navy: Maxim Zhao&lt;br /&gt;
*Seneschal of Diplomatic Affairs: Ngo Juric&lt;br /&gt;
&lt;br /&gt;
====Legislature====&lt;br /&gt;
Dominated by a small group of extremely wealthy landowners, the Religious Tribunal functions to draft new laws and regulations for the Empire. The Religious Tribunal is made up of 4 representatives from each world.&lt;br /&gt;
&lt;br /&gt;
====Judicial====&lt;br /&gt;
The Imperial Court has 12 seats, 3 for each world. It operates as the Supreme Court of the Empire. Each member serves for life. It functions to clarify the laws of the Empire, evaluate the legality of any edicts by the Emperor, and punish lawbreakers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDHistory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===History===&lt;br /&gt;
&#039;&#039;&#039;X&#039;yr Vharn&#039;p&#039;&#039;&#039; was discovered by a human bounty hunter vessel chasing a small pirate Vox fleet in 2399. The extent of the battle is unknown, but the bounty hunters did say is that the vox used this system as a store for their stolen goods. The name of the system was discovered to derive from the Vox word for Hidden Treasure - &amp;quot;X&#039;yr Vharn&#039;p&amp;quot;. In 2408 an ambitious explorer re-discovered the system within local star archives and after a long study of the system financed and formed a colony on the planet &#039;&#039;&#039;Moroz&#039;&#039;&#039;, now known as &#039;&#039;&#039;Dominia&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
At the time, the only major settlement was &#039;&#039;&#039;Nova Luxembourg&#039;&#039;&#039; which mostly prospered in its independent, if reclusive society, forming the Constitutional Moroz Republic. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2438&#039;&#039;&#039;, the colony, which had only a small militia, was attacked by an ambitious unathi pirate clan. The former government was defeated and quickly surrendered. The Unathi promptly replaced the government with what resembled a classic Unathi hierarchy, introducing the religion of [Sk&#039;akh|Unathi Religions]. In &#039;&#039;&#039;2444&#039;&#039;&#039; the Unathi clan leaders were overthrown by a rebellious group of Unathi and humans that went on to found the &#039;Holy Tribunal of Moroz&#039; and the Empire. Due to the exposure of the Unathi religious concepts, the new religion blends the human and Unathi faiths into a new hybrid. Unathi and human citizens live side by side as true citizens where as other aliens are largely considered second class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brief Timeline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2399 : Discovery of the X&#039;yr Vharn&#039;p system by the human bounty hunter Vakaris Birstonas&lt;br /&gt;
&lt;br /&gt;
2408 : Survey of the system and discoveries of &amp;quot;Ballast&amp;quot; (Dominia) by Patrik Häkkinen, follow by the first wave of colonist.&lt;br /&gt;
&lt;br /&gt;
2409 : Foundation of Nova Luxembourg and the Constitutional Republic of Ballast&lt;br /&gt;
&lt;br /&gt;
2410 : Foundation of Forêt-en-Lisière&lt;br /&gt;
&lt;br /&gt;
2411 : Foundation of Ondergaandezon and Schnéi Creek&lt;br /&gt;
&lt;br /&gt;
2413 : Foundation of Domum&lt;br /&gt;
&lt;br /&gt;
2414 : Foundation of Nova Alpinae&lt;br /&gt;
&lt;br /&gt;
2416 : Foundation of Nouvelle Alsace-Loraine&lt;br /&gt;
&lt;br /&gt;
2433 : Major protests against the president of Ballast, Lorin Zeiter &lt;br /&gt;
&lt;br /&gt;
2435 : A protests against the president turn violent, 77 Dead and 403 Wounded reported&lt;br /&gt;
&lt;br /&gt;
2438 : Invasion of the planet by a Unathi group in a stolen transport from Dominia and foundation of the Hierarchy of Ballast a classic Unathy hierarchy&lt;br /&gt;
&lt;br /&gt;
2439 : Redraw of the clan leader S&#039;kraskin Seryo and appointed a new leader, Boleslaw Keeser, the following years Boleslaw Keeser reform the government into the one of today and the planet been rename Dominia&lt;br /&gt;
&lt;br /&gt;
2440 : Investment into the 7 major city and creation of the Imperial Railroad which link every major city together for faster transportation&lt;br /&gt;
&lt;br /&gt;
2443 : Creation and first gladiator fight on the planet, creation of the outpost on the moon of Dominia&lt;br /&gt;
&lt;br /&gt;
2449 : Attack by the pirate fleet &amp;quot;The Corsairs of the Eternal Raid&amp;quot;, follow by a stale mate and a treaty between the emperor and the captain who call himself &amp;quot;War Sentinel&amp;quot;, creation of the The Ally Communication Department&lt;br /&gt;
&lt;br /&gt;
2450 : Creation of the &amp;quot;Coalition against Dominian Piracy&amp;quot; by frontier colonies after the previous announcement by Dominia to work with some distinct pirate groups if anyone attacks Dominia&lt;br /&gt;
&lt;br /&gt;
2455 : Dominia announced no partnership with NanoTrasen is ever gonna happen (citizens can still work for NT but NT isn&#039;t allow in territory own by Dominia)&lt;br /&gt;
&lt;br /&gt;
2456 : Dominia denounced Nanotrasen releasing documents of possible sentient mistreatment and experimentation in remote stations in the frontier, NT answered that the accusation are false and the document fabricated&lt;br /&gt;
&lt;br /&gt;
Early 2457 : The &amp;quot;Coalition against Dominia Piracy&amp;quot; embargo Dominia&lt;br /&gt;
&lt;br /&gt;
===Synth Relations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I&#039;m real! Just like any of you! Please God save me! I&#039;m real!&amp;quot; Last words of Shell IPC T2332 aka Lì Olesk before permanent shut down, praise God.&#039;&#039;&lt;br /&gt;
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Dominia is highly anti-synth, as such any and all IPC&#039;s are sought out and destroyed upon entering Dominia space. Interestingly to observers, there seems to be a disproportionately high number of shell IPC&#039;s present in the sector compared to those beliefs. Special task forces have been set up under Section 0 to tackle this perceived threat to Dominia yet it is still not unknown for shells to flee the system in search of protection. &lt;br /&gt;
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===Edict Breakers===&lt;br /&gt;
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Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominia space. Due to the nature of the Empire, indepth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominia subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominia space however, due to the nature of The Thirty Third Edict, subjects of Dominia usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominia space under their own volition for judgment. This usually devolves into near passive-harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and oover that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the law breaker and it&#039;s not uncommon for them to take their own lives or allow themselves to be returned to Dominia for judgment and inevitable execution.&lt;br /&gt;
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[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Jackboot</name></author>
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