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	<title>Aurora Information Uplink - User contributions [en]</title>
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	<updated>2026-04-12T08:48:43Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Lent23&amp;diff=38918</id>
		<title>Sandbox:Lent23</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Lent23&amp;diff=38918"/>
		<updated>2026-04-07T03:00:22Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;The people. Each individual, despite one&#039;s birth, is potential soil where the ideas that could drastically change our world might flourish.&amp;quot;&#039;&#039; -Karszekan Not&#039;zar Izweski&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:*****|thumb|Izweskan and surrounding area.]]&lt;br /&gt;
Izweskan, also referred to as The Heartland or sometimes the Heart of Sk&#039;akh, is a region of [[Szerakreshan]] occupying the northernmost sections of the continent, roughly defined by a natural border formed by Oraszerakarum in the south as well as Mogheskavum in the north, east and west. Viewed as built on thousands of years of history, Izweskan has housed some of the most powerful and influential clans in sinta history, counting among them the three most powerful: the Kres&#039;ha&#039;nor, the Sarakus and the Izweski.  Starting with the rise of the Kres&#039;ha&#039;nor in 920 CE, Izweskan has been the center of Szerakreshani power and influence throughout the different ruling Great Dynasties of the continent. Consistently known as the Great Domain of Moghes, the Great Dynasties have had a significant amount of through-lines, including religion, culture and education.&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
The ruling clan of Izweskan is currently Clan Izweski, a clan who has been in the region since being granted Kreshan by the Kres&#039;ha&#039;nor in 923 CE after the Kres&#039;ha&#039;nor defeated the previous lords of Izweskax, Clan Fulyx. A long time rival of the Kres&#039;ha&#039;nor, Clan Fulyx was the greatest threat to Kres&#039;ha&#039;nor supremacy over Izweskan. Fighting between the clans lasted from 920 until 923, when a young sinta named Rexal, the son of an Izweskax subsistence farmer led a group of peasants from the surrounding settlements in a decisive flank, slaying Clanmaster Fulyx in single combat using just a scythe. Following the defeat of Clan Fulyx, Trizel Kres&#039;ha&#039;nor named Rexal the first Kres&#039;katawan of the Kres&#039;ha&#039;nor as well as ownership of Castle Fulyx. When asked what he would name his new noble clan, Rexal is said to have simply stated, &amp;quot;Mine are naught but farmers of these verdant lands, and that is all we shall be known as.&amp;quot; sparking the creation of the Izweski: Iz (Verdant), Wesk (Farm) -i (a suffix denoting an agent noun), literally translating as &amp;quot;Verdant Farmers.&amp;quot; More information on the Izweski can be found [[Notable_Sinta_Clans#Clan_Izweski|here]].&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
The capital subregion of Izweskan is Izweskax, and the seat of power in Izweskan is Keep Izweski in Skalamar.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Built up over the past millennium, the three Royal Clans contributed countless wealth to Izweskan, allowing it to flourish from the ground up, giving rise to the notion that even Izweskan peasants have a better life than many merchants abroad. Modernization has historically always come from Izweskan, whether sinta or alien, and modern times have been no different. While other regions of Moghes do contribute to sinta technological advancement, the centralization and wealth of Izweskan has ensured that the greatest of these have come from the heart of Szerakreshan.&lt;br /&gt;
&lt;br /&gt;
Izweskan is also known for its intrigue. Having been the center of power on Szerakreshan for over 1,500 years, intricate webs of relationships have permeated all facets of society. The deeply interwoven nature of honor and scheming have built Izweskani sinta into strategic bureaucrats unlike anything found elsewhere on Moghes. Even among peasant clans, life in Izweskan has proven to allow for advancement, given you find the right connections at the right time.&lt;br /&gt;
&lt;br /&gt;
Due to the close proximity to many of the most powerful clans, the sinta of Izweskan very commonly hold a reverence for what has been deemed the best of their species. While most peasants have not even seen Karszekan Not&#039;zar Izweski in person, their proximity to Keep Izweski reminds them that they live within a stone&#039;s throw of the most powerful sinta.&lt;br /&gt;
&lt;br /&gt;
A region truly untouched by the nuclear exchange of the Unification war, Izweskan has seen an influx of refugees from some of the more damaged part of Moghes seeking safety and prosperity. The locals of Izweskan have found the presence of refugees objectionable, deriding the newcomers as nothing more than useless mouths to feed, opportunists looking for a handout, or traitors seeking to hide from the sins of their land. Similarly, many refugees resent the locals for this treatment, knowing full well that the Izweskani would do the same if the roles were to be reversed. Clashes of culture and religion are common between the locals and refugees of Thuykreshan in particular, as the Thuykreshani bring their traditions and heathenish religions.&lt;br /&gt;
&lt;br /&gt;
=== Holidays ===&lt;br /&gt;
Victory Day is a holiday of contrasts - a celebration of Izweski victory in the Unification War, and a subdued mourning for the lives lost to what the locals tend to consider solely the crimes of the Traditionalist Coalition. Traditionally, it is a day of rest and respite, with Sinta gathering with their clanmates and loved ones to remember what they treasure, and spending the night in a quiet and subdued ceremony, to honor the souls sent to Sk&#039;akh during the war.&lt;br /&gt;
&lt;br /&gt;
Traditionally, there are three main holy days of the Sk’akh Church, each dedicated to one of the Great Spirit’s three Aspects. The Day of the Warrior falls in the heat of Versakh, and is generally a time of wild contests of strength and skill, as well as a day when many young men seek to join with the City Guard or their local lord’s personal forces. The Day of the Fisher falls during Kasavakh, and is a day of feasting and merriment, in thanks for the labour of the fishers, which makes life possible for all. The Day of the Healer falls in Travakh, and is a day of reflection on how even in the darkest and coldest of times, Sinta are blessed with Sk’akh’s grace, and the power to bring life into this world. &lt;br /&gt;
&lt;br /&gt;
The anniversary of a Hegemon’s coronation is also customarily a holiday within the Heartland - though the anniversary of Not’zar’s is a mixed occasion, as it reminds all too many of the madness of Hegemon Sk’resti, and the doom he nearly brought to Moghes. However, it is still a joyous occasion, with Izweski banners flying in the streets, many peasants and guildsmen being given time off their work, and celebration of the glory that the Hegemon is sure to bring to all sinta in time.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Izweskan is the heartland of [[Sk&#039;akh]], and is highly regarded as the most spiritually potent region of Moghes. As the center of the Sk&#039;akh faith, Izweskan is known as an especially fundementalist and orthodoxical region. While the Church of Sk&#039;akh has suffered in modern times under a lack of direct leadership, the faith has not struggled to maintain its grip on the sinta of the region. Despite &lt;br /&gt;
&lt;br /&gt;
While the region remains mostly Sk&#039;akh, as the most cosmopolitan region of Moghes, there are other faiths present in smaller, but not insignificant numbers, with [[Th&#039;akh]] making up the most of the non-Sk&#039;akh worship due to the influx of citizens from Thuykreshan &lt;br /&gt;
&lt;br /&gt;
While other various human religions are present within the human populations of Skalamar, many of the humans that have committed to staying on Moghes long-term have begun to integrate into local worship, with most conversions leaning towards Sk&#039;akh worship, though many humans prefer the looser spiritualism of Th&#039;akh. While the Sk&#039;akh Church does not formally allow humans to work as priests, the worship and reverance of Sk&#039;akh is permitted by the Church.&lt;br /&gt;
&lt;br /&gt;
Among the Vaurca of Izweskan, [[Vaurca_Religion#Hive Pantheon|Hive Pantheon]] is the most popular, though the relatively high Zkaii population in the Sk&#039;akh homelands has given rise to a significant number of [[Vaurca_Religion#Mother_Dream#Mother Dream]] followers as well.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
As the most well-developed region of Moghes, Izweskan has the most robust education system. Originally founded in 930 by the Kres&#039;ha&#039;nor, each Great Dynasty has contributed to the Great Endeavor, a cross-dynasty effort to increase the standard of education for all sinta within the Great Domain. Running from the ages of 3 to 16, sinta in Izweskan spend half their week doing conventional on-site school learning with instruction from teachers and half their week doing traditional on-the-job training in a profession of their choosing.&lt;br /&gt;
&lt;br /&gt;
The propagation of Sinta&#039;unathi across Szerakreshan can be attributed to the dogmatic view on learning and culture that the Izweskan education system is based on. Often taking an assimilatory view on the teaching of conquered regions, Izweskani culture permeates Szerakreshan in many ways.&lt;br /&gt;
&lt;br /&gt;
Almost all of the educational institutions across Izweskan were funded at least partially by the Great Dynasty at the time of their founding as a part of the Great Endeavor. Of these, about half of them were co-founded by the Sk&#039;akh Church, allowing the Sk&#039;akh Church to outpace both Th&#039;akh and Nekr&#039;akh expansion, even in their respective homelands.&lt;br /&gt;
&lt;br /&gt;
== Izweskax ==&lt;br /&gt;
Izweskax is the metaphorical as well as literal center of Izweskan, and is what people most often think of when they speak of Izweskan. The seat of Izweskan power, Izweskax is &lt;br /&gt;
&lt;br /&gt;
=== Sinta of Izweskax ===&lt;br /&gt;
Sinta of Izweskax are known by the demonym Izweski, though contemporarily the term Izweski is generally used to refer to members of the Izweski clan, with the term Izweskani used most often as a replacement. Izweskani are most often known as hardworking and industrial sinta working in an area with a shocking amount of upward mobility when compared to the rest of Moghes. &lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
While one might think that Izweskax is ruled directly by the Karszekan, this is not the case. While the Izweski do primarily reside in Skalamar, the Karszekan&#039;s attention lies in the rules of Moghes as a whole. The direct rule of Izweskan lies with the [[Notable_Sinta_Clans#Clan_Sirax|Clan Sirax]], led by Karkreshan Trikzara Sirax, brother of Clanmother Izweski. The Sirax seat of power lies directly in Skalamar, and they maintain a close relationship with Clan Izweski, often being considered the second most powerful clan in Izweskan, if not all Szerakreshan.&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
The capital of Izweskax lies in Skalamar, the most populous city on Moghes. with an estimated 25 million living in the city and its surrounding metropolitan area, roughly 15 million of them living within the city limits. The most cosmopolitan place on Moghes, Skalamar has long been a hub for alien activity since the opening of Moghes to the Spur in the early 2400s, with about 13% being humans, 8% being vaurcae, and 4% being other non-sinta species.&lt;br /&gt;
&lt;br /&gt;
=== Cities ===&lt;br /&gt;
Izweskax houses a number of other influential cities:&lt;br /&gt;
&lt;br /&gt;
==== To’ha’dat ====&lt;br /&gt;
A sprawling city that houses most of the industrial base of Izweskax. While it remains unable to compete with the sprawling manufacturing bases of Junzan, it produces a large portion of the consumer goods required by the population of Izweskax. To&#039;ha&#039;dat has long been a stronghold of the industrial guilds and has continued to hold that reputation into the modern age, even after the Hephaestus buyout of 2465. Ruled by Lord Glatazk Yu&#039;huni - a fanatically faithful Sk&#039;akhist - the presence of non-Sk&#039;akhists across the city is limited, even among those who are quiet about their faith.&lt;br /&gt;
&lt;br /&gt;
==== Imas&#039;hi ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== S&#039;th and Baandr ====&lt;br /&gt;
Along the edge of the Izweskax reaches are the twin cities of S&#039;th and Baandr. Historically rivals, the two cities have traded control of their region over the centuries.&lt;br /&gt;
&lt;br /&gt;
S&#039;th is controlled by the Karkatus Clan, a wealthy clan whose shrewd investments have given them control of many of the guilds in the area and allowed them to exert a claim on the majority of the S&#039;th-Baandr area. A city rife with corruption, S&#039;th is known colloquially as the City of Suffering of the sinta of Izweskan - a land where even the gentry have their funds embezzled from beneath their snouts. &lt;br /&gt;
&lt;br /&gt;
=== Landmarks ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Important locations of Skalamar&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keep Izweski&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Built atop the largest of the hills that Skalamar was originally founded around, Keep Izweski is a massive, fortified structure measuring around 200 acres. A large, square structure with outer walls 50 feet high and 20 feet wide, spanning 3,000 feet long per wall, Keep Izweski has long been considered the largest, most successful megaconstruction of the modern age of Moghes, and is the largest palace on Moghes. The outer walls of the complex are made of granite,&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Izweskax is the true heart of Sk&#039;akh, with the Third Scept of Sk&#039;akh being found in Skalamar, rebuilt after the second was damaged by Traditionalist Coalition terrorists during the [[Unification War]]. The Third Scept is the main hub of Sk&#039;akh, and houses the head of the church. Due to the large central authority of the Church of Sk&#039;akh, deviancy is limited in the area, and there are little Si&#039;akh worshippers this close to the heartland. &lt;br /&gt;
&lt;br /&gt;
While Sk&#039;akh is the dominant culture of Izweskax, there is one large congregation of heathens in Skalamar - the Skalamar Undercity Commune. The large, labyrinthine sewer system underneath Skalamar houses one of the largest Aut&#039;akh communes on Moghes. Thousands of cybernetically enhanced sinta live just beneath the homes of the locals, struggling to survive day by day yet growing their faith. While for many, the undercity of Skalamar is nothing but a myth, the reality is that the sewers underneath the city are maintained by a machine cult that practices their worship in the maintenance and repair of the underground systems. While originally considered an instance of nothing more than vermin, the Skalamar City Watch has learned that it is better to leave the Aut&#039;akh alone, as they cause little trouble and actively work to maintain the systems, leading to somewhat of a mutually beneficial symbiotic relationship between the two groups.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Translated literally, Izweskax means &amp;quot;Land of Verdant Farms,&amp;quot; and true to the name, Izweskax is known for its sprawling farmlands. The most common flora grown in Izweskax are Sarezhikee and S&#039;thkee, both being grown in large fields generally owned by freeholder sinta who technically own their land but generally are not part of the nobility. Outside of the bureaucratic centers that are Izweskax cities, most of the peasant population are farmers. &lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
== Ha&#039;nor ==&lt;br /&gt;
Ha&#039;nor is a region of Izweskan&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
== Uraszeran ==&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
== Nikizwesk ==&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
== Kyizwesk ==&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=38917</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=38917"/>
		<updated>2026-04-07T02:55:23Z</updated>

		<summary type="html">&lt;p&gt;Lent23: Undo revision 38914 by Lent23 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Izweski Hegemony]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Executive Officer]]&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Hegemonic guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Unathi Culture==&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to inject their own sayings, proverbs, and similar speech into other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, Unathi genders follow personal behaviors and societal roles rather than biological sex. While “man”, “male”, and other similar words might serve as a rough translation, “warrior” or the Sinta-Unathi word “Saa” would be more correct and often finds its way into conversation between Unathi and other races. The same is true for “healer” or “Taa”, being somewhat equivalent to “woman”, or “female”, while “fisher” or “Kaa” is the Unathi term for someone whose duties revolve around production, commodities, or economic development. Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Fashion and Make-up ===&lt;br /&gt;
&lt;br /&gt;
Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
&lt;br /&gt;
==== Unathi Fashion ====&lt;br /&gt;
&lt;br /&gt;
Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
&lt;br /&gt;
Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s horn) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
&lt;br /&gt;
==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi make-up&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===== Cosmetics =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Hegemonic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
&lt;br /&gt;
===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
&lt;br /&gt;
The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
&lt;br /&gt;
Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
== Unathi Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
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=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
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For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
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When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
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Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
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Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
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As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
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=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, instead being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi word for warrior,  ‘Saa’, can be roughly translated to ‘male’, but this is not because one is required to be male to be a warrior. Rather, to Unathi sensibilities, human masculinity generally emulates Saa behavior and so ‘male’ is a useful, though somewhat inaccurate, term to facilitate communication. To Unathi, gender is not something that one is, but something that one does. An Unathi who sought to live as a professional warrior would be considered Saa by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
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Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-rulers. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
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The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&#039;&#039;&#039;The Saa - Warrior&#039;&#039;&#039;&lt;br /&gt;
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Saa is the gender of warriors, under which roles to do with martial affairs tend to fall. Most military positions are Saa, with some rare exceptions being made for medical and support personnel. Sinta-Unathi pronouns for the three genders are generally a simplified version of the original word; for warriors it would be sa. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as Saa are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields generally fall within this designation as a result.&lt;br /&gt;
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&#039;&#039;&#039;The Taa - Healer&#039;&#039;&#039;&lt;br /&gt;
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Taa is the name for the healers’ gender, which is broader than its name might indicate.. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered Taa. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. While Vaurca in medical or scientific fields may be addressed as Taa, the designation is generally reserved for Gynes to avoid confusion.&lt;br /&gt;
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&#039;&#039;&#039;The Kaa - Fisher&#039;&#039;&#039;&lt;br /&gt;
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Kaa is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a Kaa. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though the Sinta-Unathi pronoun ka is more correct. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for Taa similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
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&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
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The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - Saa rulers are considered a good omen for military victory, whereas Taa rulers are considered a blessing for periods of peace and wisdom and Kaa rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have been recognized as warriors and succession follows to the eldest Saa. It is not uncommon, however, for their expressed gender to contrast what is officially recorded by the church; for example, Hegemon Ayzi Sarakus was unofficially seen as a fisher to their confidants and trusted allies. Using various methods, they and others like them have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
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One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
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In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
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Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as a healer to present as Saa during wartime, for instance, or for rulers identifying as a warrior to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
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In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as Taa. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
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A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
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In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
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&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
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&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
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Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
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Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
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In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first Taa Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed; where governing officials, soldiers and those who keep the peace are referred to as Taa. Originally done out of practicality, with most of the realm’s warriors having perished in the Contact War, the practice has continued as a demonstration of open defiance against tradition. A clear expression of dissatisfaction with the culture that brought the planet to its knees. Even those that present stereotypical warrior behavior will identify themselves as healers, defying social norms that your gender is assigned to you by others and not something you choose for yourself.&lt;br /&gt;
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Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference. Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
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To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
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On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Corruption within the Gender Culture ===&lt;br /&gt;
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While seen from the outside as a relatively progressive development, the fluidity of Unathi gender roles combined with the rigid feudal hierarchy of noble lords and clan leadership presents a wide variety of opportunities for exploitation and abuse. These vary in measure, legally and morally, and if pressed those within positions of power will publicly denounce such practices as dishonorable. However, it’s an open secret that a significant number of the ruling class use these tactics to a greater or lesser degree to ensure their dynasties and interests are protected. &lt;br /&gt;
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&#039;&#039;&#039;Heirs and Succession&#039;&#039;&#039;&lt;br /&gt;
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Arguably one of the most crucial considerations of any noble lord or clan leader, the designation of an heir demands intervention when the current candidate is unwanted or unfavorable. The means by which this is accomplished vary from region to region, but leverage of gender is a widely adopted tactic.&lt;br /&gt;
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*In areas under Izweski rule, succession is patriarchal and the eldest warrior child is traditionally designated heir apparent. Should the natural choice be undesirable it is a common though unspoken practice to cultivate a preferred alternative. If the distinction is made early enough in life, clan heads will attempt to remove older children from succession by enrolling them in education and apprenticeships for healers and fishers. Betrothal contracts can also be drafted which misgender, or pre-gender, a child. Often in negotiation of these matches, care is taken to ensure the other clan’s name is taken and rights of inheritance are explicitly waived. Objection by the child or refusal to uphold the betrothal can be punishable by exile, leaving them few options.&lt;br /&gt;
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:If the desired heir does not show sufficient martial prowess, clan leaders can hire combat mentors and may stage public duels where the outcome is predetermined. The opponents in these matches are skilled actors as much as they are combatants, and will shout, bluster, and make oaths to the Warrior and their ancestors before the fight begins to enhance the drama and importance of the duel. They can then expertly claim a believable defeat from even the most inept novice. The most talented of these actors, unofficially referred to as &#039;&#039;hoax-hides&#039;&#039;, are well known in certain noble circles and are paid handsomely for their craft and discretion, and will avoid working in one location for too long to prevent being exposed.&lt;br /&gt;
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*In predominantly Sk’akh regions, legal authority over one’s recognized gender is regulated by the Church. Less scrupulous priests can be bought or persuaded to induce or prevent a change of gender. Some exceptionally lazy or cruel clan leaders will simply fabricate a reason to mark a child as guwandi, stripping them of their clan and gender, and sentence them to exile. This can have unintended consequences however, as the action can be contested within the jurisdiction of the Clan&#039;s local Lord and harsh penalties are imposed for cases in which it can be proven the exile was baseless.&lt;br /&gt;
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*In rural or Th’akhish regions like Tza’an, where the realities of clan survival often take precedence over custom, succession is tied less to gender and more with ensuring healthy children and a robust, able-bodied family. Yet even though harsher, rural life creates greater consequences for meddling in succession, there are still those who will risk much to improve their standing. Leadership typically passes to elder warriors unless they are deemed unfit. If a proposed heir’s existing or planed union would be unlikely to produce offspring then they will often be passed over for a more favorable candidate. A common tactic is to raise concerns regarding an heir’s ability to protect their clan or cast doubt on their health or virility. More recently, there have been recorded examples of unwelcome heirs being assigned to patrols in the wastes in hopes that exposure and radiation will lead to clear signs of weakness and that they might be removed from possible consideration. These schemes are not only dishonorable but also detrimental to the health of the clan and are punished harshly if discovered.&lt;br /&gt;
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A number of Unathi communities that are technically no longer part of the Hegemony still cling to a hierarchical clan structure and the succession of leadership will sometimes be decided by traditional methods. Some details may differ, but it is not uncommon to see similar tactics as those in the Hegemony used to influence succession and other clan decisions. &lt;br /&gt;
*In the Queendom of Sez-Hakh, for example, succession is matriarchal and falls to the eldest healer child. Due to the necessities of survival after the Contact War the lines separating genders have blurred significantly but abuse of gender culture still occurs. Though aging, Queen Lazak still rules with considerable power and her wishes are reflected in the attitudes of the ruling ladies. Stigma against warrior rule continues to linger and advocates of greater warrior influence are quietly stifled.&lt;br /&gt;
*Communities that have more exposure to human influence tend to allow for all three genders in the rules of succession and gaming the system in these instances requires more finesse. For instance, it&#039;s generally accepted that a warrior is the preferred clan leader during wartime. If a clan leader wished for their warrior child to succeed them, they may initiate a clan war or blood feud prior to stepping down and allowing their warrior children to ascend. The reverse can also be true, and a clan leader might reach out to rivals to begin talks of reconciliation before stepping aside for healer or fisher claimants.&lt;br /&gt;
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&#039;&#039;&#039;Contracts and Customary Law&#039;&#039;&#039;&lt;br /&gt;
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The deep ties gender has within Unathite culture can also be exploited when resolving contracts and disputes. Often this can take the form of discrediting someone’s suitability for a job, an inferred inability to complete work, and breaches of contract where gender is pertinent. Contract manipulation is common and Mazjivsa scribes are customarily retained to ensure proper resolution where possible. They are familiar with popular ploys to either nullify contracts or collect compensation for failure to fulfill obligations and other violations.&lt;br /&gt;
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One particularly infamous case is widely taught to new scribes during apprenticeship; a contract was created to provide a lord with twenty skilled fishers (engineers) for the construction of new perimeter walls around his compound. Once the crucial process of sinking the foundations and construction of the lower levels was done, progress on the project began to slow and then cease as the fishers were constantly arguing, accusing one another of sabotaging their work, insulting their clan, and myriad other minor slights which climaxed in a spontaneous battle; one worker dead, and two with serious injuries. The lord claimed “they were clearly better suited to spears than tools,” and demanded that the contract be nullified and that half of what he paid be returned in addition to punitive payments stipulated in the contract for the breach. Initially the restitutions were made and the construction of the walls was finished by the lord’s own specialists. It wasn’t until later when a Zo’kaa investigated the incident that the funds were returned and the Lord’s involvement was made known. Under contract from the construction guild, the Zo’kaa uncovered the reason for the change in the fishers’ attitude; an agent, part of the twenty fishers from the guild, had been paid to bring the workers under scrutiny. Once work on the base of the walls was complete, the rest was markedly simpler and cheaper. The lord would have paid less than half the agreed upon amount in the end. Diligent scribes will formalize contract specific processes to resolve potential gender related breaches but this relies on the skill of the scribe hired and is by no means a complete solution.&lt;br /&gt;
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Other examples of contract manipulation include marriage and betrothal contracts. These contracts often stipulate the genders of the couple and allowances made for surrogates of children, the “Marriage Price”, and additional considerations. If the gender of one party shifts, either naturally or by design, the contract can be nullified and recompense paid.&lt;br /&gt;
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&#039;&#039;&#039;Mazjivsa Manipulation&#039;&#039;&#039;&lt;br /&gt;
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These scribes, predominantly fishers, are trained to provide counsel in matters of contract negotiation and resolution. Since the collapse of the Mazjivsa guild and the removal of its oversight, some unathi declare themselves Mazjivsa without the proper training and are exiled if discovered. This precarious position can be exploited, and some scribes will find their gender scrutinized if someone stands to gain from the lack of their guidance and expertise.&lt;br /&gt;
A well-known example of this occurred in Skalamar, 2466; a Mazjivsa of clan T’szel was contracted to review agreements made between a local lord and his client. He would not be bought and so the lord began claiming T’szel was an illegitimate scribe and fraud. Enraged, the Mazjivsa demanded a duel so that he might defend his honor. Surprisingly, he was able to draw first blood against one of the lord’s sons, but his victory was used as proof that he was more warrior than fisher. The lord succeeded in having him removed from the contract negotiation, although he was spared exile.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
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Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
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=== Religion and Spirituality ===&lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
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==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
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==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
&lt;br /&gt;
It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
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=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
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While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
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The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
&lt;br /&gt;
=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
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Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
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=== Unathi Physiognomy ===&lt;br /&gt;
&lt;br /&gt;
Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
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The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
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== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Izweski Hegemony and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Hegemonic government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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=== Izweski Hegemony ===&lt;br /&gt;
&#039;&#039;See also: [[Izweski Hegemony]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
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Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kinds of major lifestyles in the Izweski Hegemony. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
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=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
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{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
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== Notable Information ==&lt;br /&gt;
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=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
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=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. Guwan are not full citizens of the Hegemony but are considered residents, which additionally bars them from many services.&lt;br /&gt;
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Upon being declared Guwan, a Unathi is legally stripped of their gender and is not permitted to work in traditional warrior, healer or fisher fields. On documentation coming from Moghes, the &amp;quot;gender&amp;quot; section is generally left blank to reflect this, though in alien spaces the gender is listed as &amp;quot;Neuter&amp;quot; or filled in with an X. Guwan pronouns are strictly listed in neuter terms, and Guwan are legally only permitted to use it/its pronouns. Those that are hiding their status as Guwan are not required to conform to this standard and will often overcompensate their gender presentation in order to continue hiding their identities hidden. &#039;&#039;&#039;Both the limitation on gendered work fields and the usage of pronouns are enforceable by moderation.&#039;&#039;&#039;&lt;br /&gt;
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Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that its survival depends on the safety of the Hegemon and his family, which means that it wouldn&#039;t try to launch a coup or replace the Hegemon without itself being slaughtered. Similar to an old-Terran Janissary, it&#039;s a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
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&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
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=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Lent23&amp;diff=38916</id>
		<title>Sandbox:Lent23</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Lent23&amp;diff=38916"/>
		<updated>2026-04-07T02:51:45Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;The people. Each individual, despite one&#039;s birth, is potential soil where the ideas that could drastically change our world might flourish.&amp;quot;&#039;&#039; -Karszekan Not&#039;zar Izweski&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:*****|thumb|Izweskan and surrounding area.]]&lt;br /&gt;
Izweskan, also referred to as The Heartland or sometimes the Heart of Sk&#039;akh, is a region of [[Szerakreshan]] occupying the northernmost sections of the continent, roughly defined by a natural border formed by Oraszerakarum in the south as well as Mogheskavum in the north, east and west. Viewed as built on thousands of years of history, Izweskan has housed some of the most powerful and influential clans in sinta history, counting among them the three most powerful: the Kres&#039;ha&#039;nor, the Sarakus and the Izweski.  Starting with the rise of the Kres&#039;ha&#039;nor in 920 CE, Izweskan has been the center of Szerakreshani power and influence throughout the different ruling Great Dynasties of the continent. Consistently known as the Great Domain of Moghes, the Great Dynasties have had a significant amount of through-lines, including religion, culture and education.&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
The ruling clan of Izweskan is currently Clan Izweski, a clan who has been in the region since being granted Kreshan by the Kres&#039;ha&#039;nor in 923 CE after the Kres&#039;ha&#039;nor defeated the previous lords of Izweskax, Clan Fulyx. A long time rival of the Kres&#039;ha&#039;nor, Clan Fulyx was the greatest threat to Kres&#039;ha&#039;nor supremacy over Izweskan. Fighting between the clans lasted from 920 until 923, when a young sinta named Rexal, the son of an Izweskax subsistence farmer led a group of peasants from the surrounding settlements in a decisive flank, slaying Clanmaster Fulyx in single combat using just a scythe. Following the defeat of Clan Fulyx, Trizel Kres&#039;ha&#039;nor named Rexal the first Kres&#039;katawan of the Kres&#039;ha&#039;nor as well as ownership of Castle Fulyx. When asked what he would name his new noble clan, Rexal is said to have simply stated, &amp;quot;Mine are naught but farmers of these verdant lands, and that is all we shall be known as.&amp;quot; sparking the creation of the Izweski: Iz (Verdant), Wesk (Farm) -i (a suffix denoting an agent noun), literally translating as &amp;quot;Verdant Farmers.&amp;quot; More information on the Izweski can be found [[Notable_Sinta_Clans#Clan_Izweski|here]].&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
The capital subregion of Izweskan is Izweskax, and the seat of power in Izweskan is Keep Izweski in Skalamar.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Built up over the past millennium, the three Royal Clans contributed countless wealth to Izweskan, allowing it to flourish from the ground up, giving rise to the notion that even Izweskan peasants have a better life than many merchants abroad. Modernization has historically always come from Izweskan, whether sinta or alien, and modern times have been no different. While other regions of Moghes do contribute to sinta technological advancement, the centralization and wealth of Izweskan has ensured that the greatest of these have come from the heart of Szerakreshan.&lt;br /&gt;
&lt;br /&gt;
Izweskan is also known for its intrigue. Having been the center of power on Szerakreshan for over 1,500 years, intricate webs of relationships have permeated all facets of society. The deeply interwoven nature of honor and scheming have built Izweskani sinta into strategic bureaucrats unlike anything found elsewhere on Moghes. Even among peasant clans, life in Izweskan has proven to allow for advancement, given you find the right connections at the right time.&lt;br /&gt;
&lt;br /&gt;
Due to the close proximity to many of the most powerful clans, the sinta of Izweskan very commonly hold a reverence for what has been deemed the best of their species. While most peasants have not even seen Karszekan Not&#039;zar Izweski in person, their proximity to Keep Izweski reminds them that they live within a stone&#039;s throw of the most powerful sinta.&lt;br /&gt;
&lt;br /&gt;
A region truly untouched by the nuclear exchange of the Unification war, Izweskan has seen an influx of refugees from some of the more damaged part of Moghes seeking safety and prosperity. The locals of Izweskan have found the presence of refugees objectionable, deriding the newcomers as nothing more than useless mouths to feed, opportunists looking for a handout, or traitors seeking to hide from the sins of their land. Similarly, many refugees resent the locals for this treatment, knowing full well that the Izweskani would do the same if the roles were to be reversed. Clashes of culture and religion are common between the locals and refugees of Thuykreshan in particular, as the Thuykreshani bring their traditions and heathenish religions.&lt;br /&gt;
&lt;br /&gt;
=== Holidays ===&lt;br /&gt;
Victory Day is a holiday of contrasts - a celebration of Izweski victory in the Unification War, and a subdued mourning for the lives lost to what the locals tend to consider solely the crimes of the Traditionalist Coalition. Traditionally, it is a day of rest and respite, with Sinta gathering with their clanmates and loved ones to remember what they treasure, and spending the night in a quiet and subdued ceremony, to honor the souls sent to Sk&#039;akh during the war.&lt;br /&gt;
&lt;br /&gt;
Traditionally, there are three main holy days of the Sk’akh Church, each dedicated to one of the Great Spirit’s three Aspects. The Day of the Warrior falls in the heat of Versakh, and is generally a time of wild contests of strength and skill, as well as a day when many young men seek to join with the City Guard or their local lord’s personal forces. The Day of the Fisher falls during Kasavakh, and is a day of feasting and merriment, in thanks for the labour of the fishers, which makes life possible for all. The Day of the Healer falls in Travakh, and is a day of reflection on how even in the darkest and coldest of times, Sinta are blessed with Sk’akh’s grace, and the power to bring life into this world. &lt;br /&gt;
&lt;br /&gt;
The anniversary of a Hegemon’s coronation is also customarily a holiday within the Heartland - though the anniversary of Not’zar’s is a mixed occasion, as it reminds all too many of the madness of Hegemon Sk’resti, and the doom he nearly brought to Moghes. However, it is still a joyous occasion, with Izweski banners flying in the streets, many peasants and guildsmen being given time off their work, and celebration of the glory that the Hegemon is sure to bring to all sinta in time.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Izweskan is the heartland of [[Sk&#039;akh]], and is highly regarded as the most spiritually potent region of Moghes. As the center of the Sk&#039;akh faith, Izweskan is known as an especially fundementalist and orthodoxical region. While the Church of Sk&#039;akh has suffered in modern times under a lack of direct leadership, the faith has not struggled to maintain its grip on the sinta of the region. Despite &lt;br /&gt;
&lt;br /&gt;
While the region remains mostly Sk&#039;akh, as the most cosmopolitan region of Moghes, there are other faiths present in smaller, but not insignificant numbers, with [[Th&#039;akh]] making up the most of the non-Sk&#039;akh worship due to the influx of citizens from Thuykreshan &lt;br /&gt;
&lt;br /&gt;
While other various human religions are present within the human populations of Skalamar, many of the humans that have committed to staying on Moghes long-term have begun to integrate into local worship, with most conversions leaning towards Sk&#039;akh worship, though many humans prefer the looser spiritualism of Th&#039;akh. While the Sk&#039;akh Church does not formally allow humans to work as priests, the worship and reverance of Sk&#039;akh is permitted by the Church.&lt;br /&gt;
&lt;br /&gt;
Among the Vaurca of Izweskan, [[Vaurca_Religion#Hive Pantheon|Hive Pantheon]] is the most popular, though the relatively high Zkaii population in the Sk&#039;akh homelands has given rise to a significant number of [[Vaurca_Religion#Mother_Dream#Mother Dream]] followers as well.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
As the most well-developed region of Moghes, Izweskan has the most robust education system. Originally founded in 930 by the Kres&#039;ha&#039;nor, each Great Dynasty has contributed to the Great Endeavor, a cross-dynasty effort to increase the standard of education for all sinta within the Great Domain. Running from the ages of 3 to 16, sinta in Izweskan spend half their week doing conventional on-site school learning with instruction from teachers and half their week doing traditional on-the-job training in a profession of their choosing.&lt;br /&gt;
&lt;br /&gt;
The propagation of Sinta&#039;unathi across Szerakreshan can be attributed to the dogmatic view on learning and culture that the Izweskan education system is based on. Often taking an assimilatory view on the teaching of conquered regions, Izweskani culture permeates Szerakreshan in many ways.&lt;br /&gt;
&lt;br /&gt;
Almost all of the educational institutions across Izweskan were funded at least partially by the Great Dynasty at the time of their founding as a part of the Great Endeavor. Of these, about half of them were co-founded by the Sk&#039;akh Church, allowing the Sk&#039;akh Church to outpace both Th&#039;akh and Nekr&#039;akh expansion, even in their respective homelands.&lt;br /&gt;
&lt;br /&gt;
== Izweskax ==&lt;br /&gt;
Izweskax is the metaphorical as well as literal center of Izweskan, and is what people most often think of when they speak of Izweskan. The seat of Izweskan power, Izweskax is &lt;br /&gt;
&lt;br /&gt;
=== Sinta of Izweskax ===&lt;br /&gt;
Sinta of Izweskax are known by the demonym Izweski, though contemporarily the term Izweski is generally used to refer to members of the Izweski clan, with the term Izweskani used most often as a replacement. Izweskani are most often known as hardworking and industrial sinta working in an area with a shocking amount of upward mobility when compared to the rest of Moghes. &lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
While one might think that Izweskax is ruled directly by the Karszekan, this is not the case. While the Izweski do primarily reside in Skalamar, the Karszekan&#039;s attention lies in the rules of Moghes as a whole. The direct rule of Izweskan lies with the [[Notable_Sinta_Clans#Clan_Sirax|Clan Sirax]], led by Karkreshan Trikzara Sirax, brother of Clanmother Izweski. The Sirax seat of power lies directly in Skalamar, and they maintain a close relationship with Clan Izweski, often being considered the second most powerful clan in Izweskan, if not all Szerakreshan.&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
The capital of Izweskax lies in Skalamar, the most populous city on Moghes. with an estimated 25 million living in the city and its surrounding metropolitan area, roughly 15 million of them living within the city limits. The most cosmopolitan place on Moghes, Skalamar has long been a hub for alien activity since the opening of Moghes to the Spur in the early 2400s, with about 13% being humans, 8% being vaurcae, and 4% being other non-sinta species.&lt;br /&gt;
&lt;br /&gt;
=== Cities ===&lt;br /&gt;
Izweskax houses a number of other influential cities:&lt;br /&gt;
&lt;br /&gt;
==== To’ha’dat ====&lt;br /&gt;
A sprawling city that houses most of the industrial base of Izweskax. While it remains unable to compete with the sprawling manufacturing bases of Junzan, it produces a large portion of the consumer goods required by the population of Izweskax. To&#039;ha&#039;dat has long been a stronghold of the industrial guilds and has continued to hold that reputation into the modern age, even after the Hephaestus buyout of 2465. Ruled by Lord Glatazk Yu&#039;huni - a fanatically faithful Sk&#039;akhist - the presence of non-Sk&#039;akhists across the city is limited, even among those who are quiet about their faith.&lt;br /&gt;
&lt;br /&gt;
==== Imas&#039;hi ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== S&#039;th and Baandr ====&lt;br /&gt;
Along the edge of the Izweskax reaches are the twin cities of S&#039;th and Baandr. Historically rivals, the two cities have traded control of their region over the centuries.&lt;br /&gt;
&lt;br /&gt;
S&#039;th is controlled by the Karkatus Clan, a wealthy clan whose shrewd investments have given them control of many of the guilds in the area and allowed them to exert a claim on the majority of the S&#039;th-Baandr area. A city rife with corruption, S&#039;th is known colloquially as the City of Suffering of the sinta of Izweskan - a land where even the gentry have their funds embezzled from beneath their snouts. &lt;br /&gt;
&lt;br /&gt;
=== Landmarks ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Important locations of Skalamar&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keep Izweski&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Built atop the largest of the hills that Skalamar was originally founded around, Keep Izweski is a massive, fortified structure measuring around 200 acres. A large, square structure with outer walls 50 feet high and 20 feet wide, spanning 3,000 feet long per wall, Keep Izweski has long been considered the largest, most successful megaconstruction of the modern age of Moghes, and is the largest palace on Moghes. The outer walls of the complex are made of granite,&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Izweskax is the true heart of Sk&#039;akh, with the Third Scept of Sk&#039;akh being found in Skalamar, rebuilt after the second was damaged by Traditionalist Coalition terrorists during the [[Unification War]]. The Third Scept is the main hub of Sk&#039;akh, and houses the head of the church. Due to the large central authority of the Church of Sk&#039;akh, deviancy is limited in the area, and there are little Si&#039;akh worshippers this close to the heartland. &lt;br /&gt;
&lt;br /&gt;
While Sk&#039;akh is the dominant culture of Izweskax, there is one large congregation of heathens in Skalamar - the Skalamar Undercity Commune. The large, labyrinthine sewer system underneath Skalamar houses one of the largest Aut&#039;akh communes on Moghes. Thousands of cybernetically enhanced sinta live just beneath the homes of the locals, struggling to survive day by day yet growing their faith. While for many, the undercity of Skalamar is nothing but a myth, the reality is that the sewers underneath the city are maintained by a machine cult that practices their worship in the maintenance and repair of the underground systems. While originally considered an instance of nothing more than vermin, the Skalamar City Watch has learned that it is better to leave the Aut&#039;akh alone, as they cause little trouble and actively work to maintain the systems, leading to somewhat of a mutually beneficial symbiotic relationship between the two groups.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Translated literally, Izweskax means &amp;quot;Land of Verdant Farms,&amp;quot; and true to the name, Izweskax is known for its sprawling farmlands. The most common flora grown in Izweskax are Sarezhikee and S&#039;thkee, both being grown in large fields generally owned by freeholder sinta who technically own their land but generally are not part of the nobility. Outside of the bureaucratic centers that are Izweskax cities, most of the peasant population are farmers. &lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
== Ha&#039;nor ==&lt;br /&gt;
Ha&#039;nor is a region of Izweskan&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
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=== Religion ===&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
== Uraszeran ==&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
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=== Capital ===&lt;br /&gt;
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=== Religion ===&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
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=== Points of Interest ===&lt;br /&gt;
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== Nikizwesk ==&lt;br /&gt;
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=== Ruling Clan ===&lt;br /&gt;
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=== Capital ===&lt;br /&gt;
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=== Religion ===&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
== Kyizwesk ==&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
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=== Religion ===&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
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=== Points of Interest ===&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:Lent23&amp;diff=38915</id>
		<title>Sandbox:Lent23</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:Lent23&amp;diff=38915"/>
		<updated>2026-04-07T02:50:27Z</updated>

		<summary type="html">&lt;p&gt;Lent23: Created page with &amp;quot;{{Navbox Lore}} {{Navbox Unathi Lore}}  == Overview == &amp;lt;center&amp;gt;&amp;#039;&amp;#039;&amp;quot;The people. Each individual, despite one&amp;#039;s birth, is potential soil where the ideas that could drastically change our world might flourish.&amp;quot;&amp;#039;&amp;#039; -Karszekan Not&amp;#039;zar Izweski&amp;lt;/center&amp;gt; Izweskan and surrounding area. Izweskan, also referred to as The Heartland or sometimes the Heart of Sk&amp;#039;akh, is a region of Szerakreshan occupying the northernmost sections of the continent, roughly define...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;The people. Each individual, despite one&#039;s birth, is potential soil where the ideas that could drastically change our world might flourish.&amp;quot;&#039;&#039; -Karszekan Not&#039;zar Izweski&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:*****|thumb|Izweskan and surrounding area.]]&lt;br /&gt;
Izweskan, also referred to as The Heartland or sometimes the Heart of Sk&#039;akh, is a region of [[Szerakreshan]] occupying the northernmost sections of the continent, roughly defined by a natural border formed by Oraszerakarum in the south as well as Mogheskavum in the north, east and west. Viewed as built on thousands of years of history, Izweskan has housed some of the most powerful and influential clans in sinta history, counting among them the three most powerful: the Kres&#039;ha&#039;nor, the Sarakus and the Izweski.  Starting with the rise of the Kres&#039;ha&#039;nor in 920 CE, Izweskan has been the center of Szerakreshani power and influence throughout the different ruling Great Dynasties of the continent. Consistently known as the Great Domain of Moghes, the Great Dynasties have had a significant amount of through-lines, including religion, culture and education.&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
The ruling clan of Izweskan is currently Clan Izweski, a clan who has been in the region since being granted Kreshan by the Kres&#039;ha&#039;nor in 923 CE after the Kres&#039;ha&#039;nor defeated the previous lords of Izweskax, Clan Fulyx. A long time rival of the Kres&#039;ha&#039;nor, Clan Fulyx was the greatest threat to Kres&#039;ha&#039;nor supremacy over Izweskan. Fighting between the clans lasted from 920 until 923, when a young sinta named Rexal, the son of an Izweskax subsistence farmer led a group of peasants from the surrounding settlements in a decisive flank, slaying Clanmaster Fulyx in single combat using just a scythe. Following the defeat of Clan Fulyx, Trizel Kres&#039;ha&#039;nor named Rexal the first Kres&#039;katawan of the Kres&#039;ha&#039;nor as well as ownership of Castle Fulyx. When asked what he would name his new noble clan, Rexal is said to have simply stated, &amp;quot;Mine are naught but farmers of these verdant lands, and that is all we shall be known as.&amp;quot; sparking the creation of the Izweski: Iz (Verdant), Wesk (Farm) -i (a suffix denoting an agent noun), literally translating as &amp;quot;Verdant Farmers.&amp;quot; More information on the Izweski can be found [[Notable_Sinta_Clans#Clan_Izweski|here]].&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
The capital subregion of Izweskan is Izweskax, and the seat of power in Izweskan is Keep Izweski in Skalamar.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Built up over the past millennium, the three Royal Clans contributed countless wealth to Izweskan, allowing it to flourish from the ground up, giving rise to the notion that even Izweskan peasants have a better life than many merchants abroad. Modernization has historically always come from Izweskan, whether sinta or alien, and modern times have been no different. While other regions of Moghes do contribute to sinta technological advancement, the centralization and wealth of Izweskan has ensured that the greatest of these have come from the heart of Szerakreshan.&lt;br /&gt;
&lt;br /&gt;
Izweskan is also known for its intrigue. Having been the center of power on Szerakreshan for over 1,500 years, intricate webs of relationships have permeated all facets of society. The deeply interwoven nature of honor and scheming have built Izweskani sinta into strategic bureaucrats unlike anything found elsewhere on Moghes. Even among peasant clans, life in Izweskan has proven to allow for advancement, given you find the right connections at the right time.&lt;br /&gt;
&lt;br /&gt;
Due to the close proximity to many of the most powerful clans, the sinta of Izweskan very commonly hold a reverence for what has been deemed the best of their species. While most peasants have not even seen Karszekan Not&#039;zar Izweski in person, their proximity to Keep Izweski reminds them that they live within a stone&#039;s throw of the most powerful sinta.&lt;br /&gt;
&lt;br /&gt;
A region truly untouched by the nuclear exchange of the Unification war, Izweskan has seen an influx of refugees from some of the more damaged part of Moghes seeking safety and prosperity. The locals of Izweskan have found the presence of refugees objectionable, deriding the newcomers as nothing more than useless mouths to feed, opportunists looking for a handout, or traitors seeking to hide from the sins of their land. Similarly, many refugees resent the locals for this treatment, knowing full well that the Izweskani would do the same if the roles were to be reversed. Clashes of culture and religion are common between the locals and refugees of Thuykreshan in particular, as the Thuykreshani bring their traditions and heathenish religions.&lt;br /&gt;
&lt;br /&gt;
=== Holidays ===&lt;br /&gt;
Victory Day is a holiday of contrasts - a celebration of Izweski victory in the Unification War, and a subdued mourning for the lives lost to what the locals tend to consider solely the crimes of the Traditionalist Coalition. Traditionally, it is a day of rest and respite, with Sinta gathering with their clanmates and loved ones to remember what they treasure, and spending the night in a quiet and subdued ceremony, to honor the souls sent to Sk&#039;akh during the war.&lt;br /&gt;
&lt;br /&gt;
Traditionally, there are three main holy days of the Sk’akh Church, each dedicated to one of the Great Spirit’s three Aspects. The Day of the Warrior falls in the heat of Versakh, and is generally a time of wild contests of strength and skill, as well as a day when many young men seek to join with the City Guard or their local lord’s personal forces. The Day of the Fisher falls during Kasavakh, and is a day of feasting and merriment, in thanks for the labour of the fishers, which makes life possible for all. The Day of the Healer falls in Travakh, and is a day of reflection on how even in the darkest and coldest of times, Sinta are blessed with Sk’akh’s grace, and the power to bring life into this world. &lt;br /&gt;
&lt;br /&gt;
The anniversary of a Hegemon’s coronation is also customarily a holiday within the Heartland - though the anniversary of Not’zar’s is a mixed occasion, as it reminds all too many of the madness of Hegemon Sk’resti, and the doom he nearly brought to Moghes. However, it is still a joyous occasion, with Izweski banners flying in the streets, many peasants and guildsmen being given time off their work, and celebration of the glory that the Hegemon is sure to bring to all sinta in time.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Izweskan is the heartland of [[Sk&#039;akh]], and is highly regarded as the most spiritually potent region of Moghes. As the center of the Sk&#039;akh faith, Izweskan is known as an especially fundementalist and orthodoxical region. While the Church of Sk&#039;akh has suffered in modern times under a lack of direct leadership, the faith has not struggled to maintain its grip on the sinta of the region. Despite &lt;br /&gt;
&lt;br /&gt;
While the region remains mostly Sk&#039;akh, as the most cosmopolitan region of Moghes, there are other faiths present in smaller, but not insignificant numbers, with [[Th&#039;akh]] making up the most of the non-Sk&#039;akh worship due to the influx of citizens from Thuykreshan &lt;br /&gt;
&lt;br /&gt;
While other various human religions are present within the human populations of Skalamar, many of the humans that have committed to staying on Moghes long-term have begun to integrate into local worship, with most conversions leaning towards Sk&#039;akh worship, though many humans prefer the looser spiritualism of Th&#039;akh. While the Sk&#039;akh Church does not formally allow humans to work as priests, the worship and reverance of Sk&#039;akh is permitted by the Church.&lt;br /&gt;
&lt;br /&gt;
Among the Vaurca of Izweskan, [[Vaurca_Religion#Hive Pantheon|Hive Pantheon]] is the most popular, though the relatively high Zkaii population in the Sk&#039;akh homelands has given rise to a significant number of [[Vaurca_Religion#Mother_Dream#Mother Dream]] followers as well.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
As the most well-developed region of Moghes, Izweskan has the most robust education system. Originally founded in 930 by the Kres&#039;ha&#039;nor, each Great Dynasty has contributed to the Great Endeavor, a cross-dynasty effort to increase the standard of education for all sinta within the Great Domain. Running from the ages of 3 to 16, sinta in Izweskan spend half their week doing conventional on-site school learning with instruction from teachers and half their week doing traditional on-the-job training in a profession of their choosing.&lt;br /&gt;
&lt;br /&gt;
The propagation of Sinta&#039;unathi across Szerakreshan can be attributed to the dogmatic view on learning and culture that the Izweskan education system is based on. Often taking an assimilatory view on the teaching of conquered regions, Izweskani culture permeates Szerakreshan in many ways.&lt;br /&gt;
&lt;br /&gt;
Almost all of the educational institutions across Izweskan were funded at least partially by the Great Dynasty at the time of their founding as a part of the Great Endeavor. Of these, about half of them were co-founded by the Sk&#039;akh Church, allowing the Sk&#039;akh Church to outpace both Th&#039;akh and Nekr&#039;akh expansion, even in their respective homelands.&lt;br /&gt;
&lt;br /&gt;
== Izweskax ==&lt;br /&gt;
Izweskax is the metaphorical as well as literal center of Izweskan, and is what people most often think of when they speak of Izweskan. The seat of Izweskan power, Izweskax is &lt;br /&gt;
&lt;br /&gt;
=== Sinta of Izweskax ===&lt;br /&gt;
Sinta of Izweskax are known by the demonym Izweski, though contemporarily the term Izweski is generally used to refer to members of the Izweski clan, with the term Izweskani used most often as a replacement. Izweskani are most often known as hardworking and industrial sinta working in an area with a shocking amount of upward mobility when compared to the rest of Moghes. &lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
While one might think that Izweskax is ruled directly by the Karszekan, this is not the case. While the Izweski do primarily reside in Skalamar, the Karszekan&#039;s attention lies in the rules of Moghes as a whole. The direct rule of Izweskan lies with the [[Notable_Sinta_Clans#Clan_Sirax|Clan Sirax]], led by Karkreshan Trikzara Sirax, brother of Clanmother Izweski. The Sirax seat of power lies directly in Skalamar, and they maintain a close relationship with Clan Izweski, often being considered the second most powerful clan in Izweskan, if not all Szerakreshan.&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
The capital of Izweskax lies in Skalamar, the most populous city on Moghes. with an estimated 25 million living in the city and its surrounding metropolitan area, roughly 15 million of them living within the city limits. The most cosmopolitan place on Moghes, Skalamar has long been a hub for alien activity since the opening of Moghes to the Spur in the early 2400s, with about 13% being humans, 8% being vaurcae, and 4% being other non-sinta species.&lt;br /&gt;
&lt;br /&gt;
=== Cities ===&lt;br /&gt;
Izweskax houses a number of other influential cities:&lt;br /&gt;
&lt;br /&gt;
==== To’ha’dat ====&lt;br /&gt;
A sprawling city that houses most of the industrial base of Izweskax. While it remains unable to compete with the sprawling manufacturing bases of Junzan, it produces a large portion of the consumer goods required by the population of Izweskax. To&#039;ha&#039;dat has long been a stronghold of the industrial guilds and has continued to hold that reputation into the modern age, even after the Hephaestus buyout of 2465. Ruled by Lord Glatazk Yu&#039;huni - a fanatically faithful Sk&#039;akhist - the presence of non-Sk&#039;akhists across the city is limited, even among those who are quiet about their faith.&lt;br /&gt;
&lt;br /&gt;
==== Imas&#039;hi ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== S&#039;th and Baandr ====&lt;br /&gt;
Along the edge of the Izweskax reaches are the twin cities of S&#039;th and Baandr. Historically rivals, the two cities have traded control of their region over the centuries.&lt;br /&gt;
&lt;br /&gt;
S&#039;th is controlled by the Karkatus Clan, a wealthy clan whose shrewd investments have given them control of many of the guilds in the area and allowed them to exert a claim on the majority of the S&#039;th-Baandr area. A city rife with corruption, S&#039;th is known colloquially as the City of Suffering of the sinta of Izweskan - a land where even the gentry have their funds embezzled from beneath their snouts. &lt;br /&gt;
&lt;br /&gt;
=== Landmarks ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Important locations of Skalamar&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keep Izweski&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Built atop the largest of the hills that Skalamar was originally founded around, Keep Izweski is a massive, fortified structure measuring around 200 acres. A large, square structure with outer walls 50 feet high and 20 feet wide, spanning 3,000 feet long per wall, Keep Izweski has long been considered the largest, most successful megaconstruction of the modern age of Moghes, and is the largest palace on Moghes. The outer walls of the complex are made of granite, &lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Izweskax is the true heart of Sk&#039;akh, with the Third Scept of Sk&#039;akh being found in Skalamar, rebuilt after the second was damaged by Traditionalist Coalition terrorists during the [[Unification War]]. The Third Scept is the main hub of Sk&#039;akh, and houses the head of the church. Due to the large central authority of the Church of Sk&#039;akh, deviancy is limited in the area, and there are little Si&#039;akh worshippers this close to the heartland. &lt;br /&gt;
&lt;br /&gt;
While Sk&#039;akh is the dominant culture of Izweskax, there is one large congregation of heathens in Skalamar - the Skalamar Undercity Commune. The large, labyrinthine sewer system underneath Skalamar houses one of the largest Aut&#039;akh communes on Moghes. Thousands of cybernetically enhanced sinta live just beneath the homes of the locals, struggling to survive day by day yet growing their faith. While for many, the undercity of Skalamar is nothing but a myth, the reality is that the sewers underneath the city are maintained by a machine cult that practices their worship in the maintenance and repair of the underground systems. While originally considered an instance of nothing more than vermin, the Skalamar City Watch has learned that it is better to leave the Aut&#039;akh alone, as they cause little trouble and actively work to maintain the systems, leading to somewhat of a mutually beneficial symbiotic relationship between the two groups.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Translated literally, Izweskax means &amp;quot;Land of Verdant Farms,&amp;quot; and true to the name, Izweskax is known for its sprawling farmlands. The most common flora grown in Izweskax are Sarezhikee and S&#039;thkee, both being grown in large fields generally owned by freeholder sinta who technically own their land but generally are not part of the nobility. Outside of the bureaucratic centers that are Izweskax cities, most of the peasant population are farmers. &lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
== Ha&#039;nor ==&lt;br /&gt;
Ha&#039;nor is a region of Izweskan&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
== Uraszeran ==&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
== Nikizwesk ==&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;br /&gt;
&lt;br /&gt;
== Kyizwesk ==&lt;br /&gt;
&lt;br /&gt;
=== Ruling Clan ===&lt;br /&gt;
&lt;br /&gt;
=== Capital ===&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
=== Points of Interest ===&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=38914</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=38914"/>
		<updated>2026-04-07T02:44:56Z</updated>

		<summary type="html">&lt;p&gt;Lent23: Reverted edits by Lent23 (talk) to last revision by Evandorf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Izweski Hegemony]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Hegemonic guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
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&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
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&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
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&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
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&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
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&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
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&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
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&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
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&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
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&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
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&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
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&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
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&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
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&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
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&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
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Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
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- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
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- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
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- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
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- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
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Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
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Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
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Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
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Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
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== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Unathi Culture==&lt;br /&gt;
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=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
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Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to inject their own sayings, proverbs, and similar speech into other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, Unathi genders follow personal behaviors and societal roles rather than biological sex. While “man”, “male”, and other similar words might serve as a rough translation, “warrior” or the Sinta-Unathi word “Saa” would be more correct and often finds its way into conversation between Unathi and other races. The same is true for “healer” or “Taa”, being somewhat equivalent to “woman”, or “female”, while “fisher” or “Kaa” is the Unathi term for someone whose duties revolve around production, commodities, or economic development. Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Fashion and Make-up ===&lt;br /&gt;
&lt;br /&gt;
Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
&lt;br /&gt;
==== Unathi Fashion ====&lt;br /&gt;
&lt;br /&gt;
Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
&lt;br /&gt;
Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s horn) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
&lt;br /&gt;
==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi make-up&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===== Cosmetics =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Hegemonic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
&lt;br /&gt;
===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
&lt;br /&gt;
The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
&lt;br /&gt;
Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
== Unathi Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:105%; border:2px solid white; margin:0; background:white; padding:.1em; color:black;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, instead being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi word for warrior,  ‘Saa’, can be roughly translated to ‘male’, but this is not because one is required to be male to be a warrior. Rather, to Unathi sensibilities, human masculinity generally emulates Saa behavior and so ‘male’ is a useful, though somewhat inaccurate, term to facilitate communication. To Unathi, gender is not something that one is, but something that one does. An Unathi who sought to live as a professional warrior would be considered Saa by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-rulers. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Saa - Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Saa is the gender of warriors, under which roles to do with martial affairs tend to fall. Most military positions are Saa, with some rare exceptions being made for medical and support personnel. Sinta-Unathi pronouns for the three genders are generally a simplified version of the original word; for warriors it would be sa. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as Saa are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields generally fall within this designation as a result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Taa - Healer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taa is the name for the healers’ gender, which is broader than its name might indicate.. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered Taa. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. While Vaurca in medical or scientific fields may be addressed as Taa, the designation is generally reserved for Gynes to avoid confusion.&lt;br /&gt;
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&#039;&#039;&#039;The Kaa - Fisher&#039;&#039;&#039;&lt;br /&gt;
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Kaa is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a Kaa. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though the Sinta-Unathi pronoun ka is more correct. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for Taa similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
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&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
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The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - Saa rulers are considered a good omen for military victory, whereas Taa rulers are considered a blessing for periods of peace and wisdom and Kaa rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have been recognized as warriors and succession follows to the eldest Saa. It is not uncommon, however, for their expressed gender to contrast what is officially recorded by the church; for example, Hegemon Ayzi Sarakus was unofficially seen as a fisher to their confidants and trusted allies. Using various methods, they and others like them have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
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One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
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In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
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Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as a healer to present as Saa during wartime, for instance, or for rulers identifying as a warrior to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
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In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as Taa. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
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A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
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In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
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&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
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&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
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Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
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Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
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In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first Taa Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed; where governing officials, soldiers and those who keep the peace are referred to as Taa. Originally done out of practicality, with most of the realm’s warriors having perished in the Contact War, the practice has continued as a demonstration of open defiance against tradition. A clear expression of dissatisfaction with the culture that brought the planet to its knees. Even those that present stereotypical warrior behavior will identify themselves as healers, defying social norms that your gender is assigned to you by others and not something you choose for yourself.&lt;br /&gt;
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Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference. Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
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To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
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On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Corruption within the Gender Culture ===&lt;br /&gt;
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While seen from the outside as a relatively progressive development, the fluidity of Unathi gender roles combined with the rigid feudal hierarchy of noble lords and clan leadership presents a wide variety of opportunities for exploitation and abuse. These vary in measure, legally and morally, and if pressed those within positions of power will publicly denounce such practices as dishonorable. However, it’s an open secret that a significant number of the ruling class use these tactics to a greater or lesser degree to ensure their dynasties and interests are protected. &lt;br /&gt;
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&#039;&#039;&#039;Heirs and Succession&#039;&#039;&#039;&lt;br /&gt;
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Arguably one of the most crucial considerations of any noble lord or clan leader, the designation of an heir demands intervention when the current candidate is unwanted or unfavorable. The means by which this is accomplished vary from region to region, but leverage of gender is a widely adopted tactic.&lt;br /&gt;
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*In areas under Izweski rule, succession is patriarchal and the eldest warrior child is traditionally designated heir apparent. Should the natural choice be undesirable it is a common though unspoken practice to cultivate a preferred alternative. If the distinction is made early enough in life, clan heads will attempt to remove older children from succession by enrolling them in education and apprenticeships for healers and fishers. Betrothal contracts can also be drafted which misgender, or pre-gender, a child. Often in negotiation of these matches, care is taken to ensure the other clan’s name is taken and rights of inheritance are explicitly waived. Objection by the child or refusal to uphold the betrothal can be punishable by exile, leaving them few options.&lt;br /&gt;
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:If the desired heir does not show sufficient martial prowess, clan leaders can hire combat mentors and may stage public duels where the outcome is predetermined. The opponents in these matches are skilled actors as much as they are combatants, and will shout, bluster, and make oaths to the Warrior and their ancestors before the fight begins to enhance the drama and importance of the duel. They can then expertly claim a believable defeat from even the most inept novice. The most talented of these actors, unofficially referred to as &#039;&#039;hoax-hides&#039;&#039;, are well known in certain noble circles and are paid handsomely for their craft and discretion, and will avoid working in one location for too long to prevent being exposed.&lt;br /&gt;
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*In predominantly Sk’akh regions, legal authority over one’s recognized gender is regulated by the Church. Less scrupulous priests can be bought or persuaded to induce or prevent a change of gender. Some exceptionally lazy or cruel clan leaders will simply fabricate a reason to mark a child as guwandi, stripping them of their clan and gender, and sentence them to exile. This can have unintended consequences however, as the action can be contested within the jurisdiction of the Clan&#039;s local Lord and harsh penalties are imposed for cases in which it can be proven the exile was baseless.&lt;br /&gt;
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*In rural or Th’akhish regions like Tza’an, where the realities of clan survival often take precedence over custom, succession is tied less to gender and more with ensuring healthy children and a robust, able-bodied family. Yet even though harsher, rural life creates greater consequences for meddling in succession, there are still those who will risk much to improve their standing. Leadership typically passes to elder warriors unless they are deemed unfit. If a proposed heir’s existing or planed union would be unlikely to produce offspring then they will often be passed over for a more favorable candidate. A common tactic is to raise concerns regarding an heir’s ability to protect their clan or cast doubt on their health or virility. More recently, there have been recorded examples of unwelcome heirs being assigned to patrols in the wastes in hopes that exposure and radiation will lead to clear signs of weakness and that they might be removed from possible consideration. These schemes are not only dishonorable but also detrimental to the health of the clan and are punished harshly if discovered.&lt;br /&gt;
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A number of Unathi communities that are technically no longer part of the Hegemony still cling to a hierarchical clan structure and the succession of leadership will sometimes be decided by traditional methods. Some details may differ, but it is not uncommon to see similar tactics as those in the Hegemony used to influence succession and other clan decisions. &lt;br /&gt;
*In the Queendom of Sez-Hakh, for example, succession is matriarchal and falls to the eldest healer child. Due to the necessities of survival after the Contact War the lines separating genders have blurred significantly but abuse of gender culture still occurs. Though aging, Queen Lazak still rules with considerable power and her wishes are reflected in the attitudes of the ruling ladies. Stigma against warrior rule continues to linger and advocates of greater warrior influence are quietly stifled.&lt;br /&gt;
*Communities that have more exposure to human influence tend to allow for all three genders in the rules of succession and gaming the system in these instances requires more finesse. For instance, it&#039;s generally accepted that a warrior is the preferred clan leader during wartime. If a clan leader wished for their warrior child to succeed them, they may initiate a clan war or blood feud prior to stepping down and allowing their warrior children to ascend. The reverse can also be true, and a clan leader might reach out to rivals to begin talks of reconciliation before stepping aside for healer or fisher claimants.&lt;br /&gt;
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&#039;&#039;&#039;Contracts and Customary Law&#039;&#039;&#039;&lt;br /&gt;
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The deep ties gender has within Unathite culture can also be exploited when resolving contracts and disputes. Often this can take the form of discrediting someone’s suitability for a job, an inferred inability to complete work, and breaches of contract where gender is pertinent. Contract manipulation is common and Mazjivsa scribes are customarily retained to ensure proper resolution where possible. They are familiar with popular ploys to either nullify contracts or collect compensation for failure to fulfill obligations and other violations.&lt;br /&gt;
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One particularly infamous case is widely taught to new scribes during apprenticeship; a contract was created to provide a lord with twenty skilled fishers (engineers) for the construction of new perimeter walls around his compound. Once the crucial process of sinking the foundations and construction of the lower levels was done, progress on the project began to slow and then cease as the fishers were constantly arguing, accusing one another of sabotaging their work, insulting their clan, and myriad other minor slights which climaxed in a spontaneous battle; one worker dead, and two with serious injuries. The lord claimed “they were clearly better suited to spears than tools,” and demanded that the contract be nullified and that half of what he paid be returned in addition to punitive payments stipulated in the contract for the breach. Initially the restitutions were made and the construction of the walls was finished by the lord’s own specialists. It wasn’t until later when a Zo’kaa investigated the incident that the funds were returned and the Lord’s involvement was made known. Under contract from the construction guild, the Zo’kaa uncovered the reason for the change in the fishers’ attitude; an agent, part of the twenty fishers from the guild, had been paid to bring the workers under scrutiny. Once work on the base of the walls was complete, the rest was markedly simpler and cheaper. The lord would have paid less than half the agreed upon amount in the end. Diligent scribes will formalize contract specific processes to resolve potential gender related breaches but this relies on the skill of the scribe hired and is by no means a complete solution.&lt;br /&gt;
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Other examples of contract manipulation include marriage and betrothal contracts. These contracts often stipulate the genders of the couple and allowances made for surrogates of children, the “Marriage Price”, and additional considerations. If the gender of one party shifts, either naturally or by design, the contract can be nullified and recompense paid.&lt;br /&gt;
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&#039;&#039;&#039;Mazjivsa Manipulation&#039;&#039;&#039;&lt;br /&gt;
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These scribes, predominantly fishers, are trained to provide counsel in matters of contract negotiation and resolution. Since the collapse of the Mazjivsa guild and the removal of its oversight, some unathi declare themselves Mazjivsa without the proper training and are exiled if discovered. This precarious position can be exploited, and some scribes will find their gender scrutinized if someone stands to gain from the lack of their guidance and expertise.&lt;br /&gt;
A well-known example of this occurred in Skalamar, 2466; a Mazjivsa of clan T’szel was contracted to review agreements made between a local lord and his client. He would not be bought and so the lord began claiming T’szel was an illegitimate scribe and fraud. Enraged, the Mazjivsa demanded a duel so that he might defend his honor. Surprisingly, he was able to draw first blood against one of the lord’s sons, but his victory was used as proof that he was more warrior than fisher. The lord succeeded in having him removed from the contract negotiation, although he was spared exile.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
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Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
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=== Religion and Spirituality ===&lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
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==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
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==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
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It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
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=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
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While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
&lt;br /&gt;
=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
&lt;br /&gt;
Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Physiognomy ===&lt;br /&gt;
&lt;br /&gt;
Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
&lt;br /&gt;
The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
&lt;br /&gt;
== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Izweski Hegemony and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Hegemonic government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&#039;&#039;See also: [[Izweski Hegemony]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kinds of major lifestyles in the Izweski Hegemony. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
&lt;br /&gt;
=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
&lt;br /&gt;
{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. Guwan are not full citizens of the Hegemony but are considered residents, which additionally bars them from many services.&lt;br /&gt;
&lt;br /&gt;
Upon being declared Guwan, a Unathi is legally stripped of their gender and is not permitted to work in traditional warrior, healer or fisher fields. On documentation coming from Moghes, the &amp;quot;gender&amp;quot; section is generally left blank to reflect this, though in alien spaces the gender is listed as &amp;quot;Neuter&amp;quot; or filled in with an X. Guwan pronouns are strictly listed in neuter terms, and Guwan are legally only permitted to use it/its pronouns. Those that are hiding their status as Guwan are not required to conform to this standard and will often overcompensate their gender presentation in order to continue hiding their identities hidden. &#039;&#039;&#039;Both the limitation on gendered work fields and the usage of pronouns are enforceable by moderation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that its survival depends on the safety of the Hegemon and his family, which means that it wouldn&#039;t try to launch a coup or replace the Hegemon without itself being slaughtered. Similar to an old-Terran Janissary, it&#039;s a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
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&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=38913</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=38913"/>
		<updated>2026-04-07T02:44:22Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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{{Unathi_Culture}}&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Izweski Hegemony]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Executive Officer]]&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Hegemonic guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Unathi Culture==&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to inject their own sayings, proverbs, and similar speech into other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, Unathi genders follow personal behaviors and societal roles rather than biological sex. While “man”, “male”, and other similar words might serve as a rough translation, “warrior” or the Sinta-Unathi word “Saa” would be more correct and often finds its way into conversation between Unathi and other races. The same is true for “healer” or “Taa”, being somewhat equivalent to “woman”, or “female”, while “fisher” or “Kaa” is the Unathi term for someone whose duties revolve around production, commodities, or economic development. Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Fashion and Make-up ===&lt;br /&gt;
&lt;br /&gt;
Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
&lt;br /&gt;
==== Unathi Fashion ====&lt;br /&gt;
&lt;br /&gt;
Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
&lt;br /&gt;
Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s horn) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
&lt;br /&gt;
==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi make-up&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===== Cosmetics =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Hegemonic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
&lt;br /&gt;
===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
&lt;br /&gt;
The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
&lt;br /&gt;
Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
== Unathi Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
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Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
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For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
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Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
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=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
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For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
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When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
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Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
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Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
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As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
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=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, instead being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi word for warrior,  ‘Saa’, can be roughly translated to ‘male’, but this is not because one is required to be male to be a warrior. Rather, to Unathi sensibilities, human masculinity generally emulates Saa behavior and so ‘male’ is a useful, though somewhat inaccurate, term to facilitate communication. To Unathi, gender is not something that one is, but something that one does. An Unathi who sought to live as a professional warrior would be considered Saa by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
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Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-rulers. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
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The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&#039;&#039;&#039;The Saa - Warrior&#039;&#039;&#039;&lt;br /&gt;
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Saa is the gender of warriors, under which roles to do with martial affairs tend to fall. Most military positions are Saa, with some rare exceptions being made for medical and support personnel. Sinta-Unathi pronouns for the three genders are generally a simplified version of the original word; for warriors it would be sa. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as Saa are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields generally fall within this designation as a result.&lt;br /&gt;
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&#039;&#039;&#039;The Taa - Healer&#039;&#039;&#039;&lt;br /&gt;
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Taa is the name for the healers’ gender, which is broader than its name might indicate.. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered Taa. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. While Vaurca in medical or scientific fields may be addressed as Taa, the designation is generally reserved for Gynes to avoid confusion.&lt;br /&gt;
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&#039;&#039;&#039;The Kaa - Fisher&#039;&#039;&#039;&lt;br /&gt;
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Kaa is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a Kaa. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though the Sinta-Unathi pronoun ka is more correct. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for Taa similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
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&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
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The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - Saa rulers are considered a good omen for military victory, whereas Taa rulers are considered a blessing for periods of peace and wisdom and Kaa rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have been recognized as warriors and succession follows to the eldest Saa. It is not uncommon, however, for their expressed gender to contrast what is officially recorded by the church; for example, Hegemon Ayzi Sarakus was unofficially seen as a fisher to their confidants and trusted allies. Using various methods, they and others like them have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
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One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
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In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
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Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as a healer to present as Saa during wartime, for instance, or for rulers identifying as a warrior to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
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In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as Taa. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
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A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
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In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
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&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
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&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
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Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
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Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
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In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first Taa Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed; where governing officials, soldiers and those who keep the peace are referred to as Taa. Originally done out of practicality, with most of the realm’s warriors having perished in the Contact War, the practice has continued as a demonstration of open defiance against tradition. A clear expression of dissatisfaction with the culture that brought the planet to its knees. Even those that present stereotypical warrior behavior will identify themselves as healers, defying social norms that your gender is assigned to you by others and not something you choose for yourself.&lt;br /&gt;
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Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference. Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
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To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
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On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Corruption within the Gender Culture ===&lt;br /&gt;
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While seen from the outside as a relatively progressive development, the fluidity of Unathi gender roles combined with the rigid feudal hierarchy of noble lords and clan leadership presents a wide variety of opportunities for exploitation and abuse. These vary in measure, legally and morally, and if pressed those within positions of power will publicly denounce such practices as dishonorable. However, it’s an open secret that a significant number of the ruling class use these tactics to a greater or lesser degree to ensure their dynasties and interests are protected. &lt;br /&gt;
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&#039;&#039;&#039;Heirs and Succession&#039;&#039;&#039;&lt;br /&gt;
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Arguably one of the most crucial considerations of any noble lord or clan leader, the designation of an heir demands intervention when the current candidate is unwanted or unfavorable. The means by which this is accomplished vary from region to region, but leverage of gender is a widely adopted tactic.&lt;br /&gt;
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*In areas under Izweski rule, succession is patriarchal and the eldest warrior child is traditionally designated heir apparent. Should the natural choice be undesirable it is a common though unspoken practice to cultivate a preferred alternative. If the distinction is made early enough in life, clan heads will attempt to remove older children from succession by enrolling them in education and apprenticeships for healers and fishers. Betrothal contracts can also be drafted which misgender, or pre-gender, a child. Often in negotiation of these matches, care is taken to ensure the other clan’s name is taken and rights of inheritance are explicitly waived. Objection by the child or refusal to uphold the betrothal can be punishable by exile, leaving them few options.&lt;br /&gt;
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:If the desired heir does not show sufficient martial prowess, clan leaders can hire combat mentors and may stage public duels where the outcome is predetermined. The opponents in these matches are skilled actors as much as they are combatants, and will shout, bluster, and make oaths to the Warrior and their ancestors before the fight begins to enhance the drama and importance of the duel. They can then expertly claim a believable defeat from even the most inept novice. The most talented of these actors, unofficially referred to as &#039;&#039;hoax-hides&#039;&#039;, are well known in certain noble circles and are paid handsomely for their craft and discretion, and will avoid working in one location for too long to prevent being exposed.&lt;br /&gt;
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*In predominantly Sk’akh regions, legal authority over one’s recognized gender is regulated by the Church. Less scrupulous priests can be bought or persuaded to induce or prevent a change of gender. Some exceptionally lazy or cruel clan leaders will simply fabricate a reason to mark a child as guwandi, stripping them of their clan and gender, and sentence them to exile. This can have unintended consequences however, as the action can be contested within the jurisdiction of the Clan&#039;s local Lord and harsh penalties are imposed for cases in which it can be proven the exile was baseless.&lt;br /&gt;
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*In rural or Th’akhish regions like Tza’an, where the realities of clan survival often take precedence over custom, succession is tied less to gender and more with ensuring healthy children and a robust, able-bodied family. Yet even though harsher, rural life creates greater consequences for meddling in succession, there are still those who will risk much to improve their standing. Leadership typically passes to elder warriors unless they are deemed unfit. If a proposed heir’s existing or planed union would be unlikely to produce offspring then they will often be passed over for a more favorable candidate. A common tactic is to raise concerns regarding an heir’s ability to protect their clan or cast doubt on their health or virility. More recently, there have been recorded examples of unwelcome heirs being assigned to patrols in the wastes in hopes that exposure and radiation will lead to clear signs of weakness and that they might be removed from possible consideration. These schemes are not only dishonorable but also detrimental to the health of the clan and are punished harshly if discovered.&lt;br /&gt;
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A number of Unathi communities that are technically no longer part of the Hegemony still cling to a hierarchical clan structure and the succession of leadership will sometimes be decided by traditional methods. Some details may differ, but it is not uncommon to see similar tactics as those in the Hegemony used to influence succession and other clan decisions. &lt;br /&gt;
*In the Queendom of Sez-Hakh, for example, succession is matriarchal and falls to the eldest healer child. Due to the necessities of survival after the Contact War the lines separating genders have blurred significantly but abuse of gender culture still occurs. Though aging, Queen Lazak still rules with considerable power and her wishes are reflected in the attitudes of the ruling ladies. Stigma against warrior rule continues to linger and advocates of greater warrior influence are quietly stifled.&lt;br /&gt;
*Communities that have more exposure to human influence tend to allow for all three genders in the rules of succession and gaming the system in these instances requires more finesse. For instance, it&#039;s generally accepted that a warrior is the preferred clan leader during wartime. If a clan leader wished for their warrior child to succeed them, they may initiate a clan war or blood feud prior to stepping down and allowing their warrior children to ascend. The reverse can also be true, and a clan leader might reach out to rivals to begin talks of reconciliation before stepping aside for healer or fisher claimants.&lt;br /&gt;
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&#039;&#039;&#039;Contracts and Customary Law&#039;&#039;&#039;&lt;br /&gt;
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The deep ties gender has within Unathite culture can also be exploited when resolving contracts and disputes. Often this can take the form of discrediting someone’s suitability for a job, an inferred inability to complete work, and breaches of contract where gender is pertinent. Contract manipulation is common and Mazjivsa scribes are customarily retained to ensure proper resolution where possible. They are familiar with popular ploys to either nullify contracts or collect compensation for failure to fulfill obligations and other violations.&lt;br /&gt;
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One particularly infamous case is widely taught to new scribes during apprenticeship; a contract was created to provide a lord with twenty skilled fishers (engineers) for the construction of new perimeter walls around his compound. Once the crucial process of sinking the foundations and construction of the lower levels was done, progress on the project began to slow and then cease as the fishers were constantly arguing, accusing one another of sabotaging their work, insulting their clan, and myriad other minor slights which climaxed in a spontaneous battle; one worker dead, and two with serious injuries. The lord claimed “they were clearly better suited to spears than tools,” and demanded that the contract be nullified and that half of what he paid be returned in addition to punitive payments stipulated in the contract for the breach. Initially the restitutions were made and the construction of the walls was finished by the lord’s own specialists. It wasn’t until later when a Zo’kaa investigated the incident that the funds were returned and the Lord’s involvement was made known. Under contract from the construction guild, the Zo’kaa uncovered the reason for the change in the fishers’ attitude; an agent, part of the twenty fishers from the guild, had been paid to bring the workers under scrutiny. Once work on the base of the walls was complete, the rest was markedly simpler and cheaper. The lord would have paid less than half the agreed upon amount in the end. Diligent scribes will formalize contract specific processes to resolve potential gender related breaches but this relies on the skill of the scribe hired and is by no means a complete solution.&lt;br /&gt;
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Other examples of contract manipulation include marriage and betrothal contracts. These contracts often stipulate the genders of the couple and allowances made for surrogates of children, the “Marriage Price”, and additional considerations. If the gender of one party shifts, either naturally or by design, the contract can be nullified and recompense paid.&lt;br /&gt;
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&#039;&#039;&#039;Mazjivsa Manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These scribes, predominantly fishers, are trained to provide counsel in matters of contract negotiation and resolution. Since the collapse of the Mazjivsa guild and the removal of its oversight, some unathi declare themselves Mazjivsa without the proper training and are exiled if discovered. This precarious position can be exploited, and some scribes will find their gender scrutinized if someone stands to gain from the lack of their guidance and expertise.&lt;br /&gt;
A well-known example of this occurred in Skalamar, 2466; a Mazjivsa of clan T’szel was contracted to review agreements made between a local lord and his client. He would not be bought and so the lord began claiming T’szel was an illegitimate scribe and fraud. Enraged, the Mazjivsa demanded a duel so that he might defend his honor. Surprisingly, he was able to draw first blood against one of the lord’s sons, but his victory was used as proof that he was more warrior than fisher. The lord succeeded in having him removed from the contract negotiation, although he was spared exile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
&lt;br /&gt;
Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
&lt;br /&gt;
Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
&lt;br /&gt;
Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
&lt;br /&gt;
=== Religion and Spirituality ===&lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
&lt;br /&gt;
==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
&lt;br /&gt;
It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
&lt;br /&gt;
=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
&lt;br /&gt;
Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Physiognomy ===&lt;br /&gt;
&lt;br /&gt;
Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
&lt;br /&gt;
The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
&lt;br /&gt;
== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Izweski Hegemony and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Hegemonic government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&#039;&#039;See also: [[Izweski Hegemony]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kinds of major lifestyles in the Izweski Hegemony. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
&lt;br /&gt;
=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
&lt;br /&gt;
{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. Guwan are not full citizens of the Hegemony but are considered residents, which additionally bars them from many services.&lt;br /&gt;
&lt;br /&gt;
Upon being declared Guwan, a Unathi is legally stripped of their gender and is not permitted to work in traditional warrior, healer or fisher fields. On documentation coming from Moghes, the &amp;quot;gender&amp;quot; section is generally left blank to reflect this, though in alien spaces the gender is listed as &amp;quot;Neuter&amp;quot; or filled in with an X. Guwan pronouns are strictly listed in neuter terms, and Guwan are legally only permitted to use it/its pronouns. Those that are hiding their status as Guwan are not required to conform to this standard and will often overcompensate their gender presentation in order to continue hiding their identities hidden. &#039;&#039;&#039;Both the limitation on gendered work fields and the usage of pronouns are enforceable by moderation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that its survival depends on the safety of the Hegemon and his family, which means that it wouldn&#039;t try to launch a coup or replace the Hegemon without itself being slaughtered. Similar to an old-Terran Janissary, it&#039;s a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=38912</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=38912"/>
		<updated>2026-04-07T02:43:36Z</updated>

		<summary type="html">&lt;p&gt;Lent23: /* Heads of Staff */&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Izweski Hegemony]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Executive Officer]]&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Hegemonic guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Unathi Culture==&lt;br /&gt;
&lt;br /&gt;
=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to inject their own sayings, proverbs, and similar speech into other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, Unathi genders follow personal behaviors and societal roles rather than biological sex. While “man”, “male”, and other similar words might serve as a rough translation, “warrior” or the Sinta-Unathi word “Saa” would be more correct and often finds its way into conversation between Unathi and other races. The same is true for “healer” or “Taa”, being somewhat equivalent to “woman”, or “female”, while “fisher” or “Kaa” is the Unathi term for someone whose duties revolve around production, commodities, or economic development. Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
&lt;br /&gt;
Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
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Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
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Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Fashion and Make-up ===&lt;br /&gt;
&lt;br /&gt;
Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
&lt;br /&gt;
==== Unathi Fashion ====&lt;br /&gt;
&lt;br /&gt;
Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
&lt;br /&gt;
Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s horn) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
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==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
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Unathi make-up&lt;br /&gt;
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===== Cosmetics =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Hegemonic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
&lt;br /&gt;
===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
&lt;br /&gt;
The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
&lt;br /&gt;
Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
== Unathi Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
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=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, instead being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi word for warrior,  ‘Saa’, can be roughly translated to ‘male’, but this is not because one is required to be male to be a warrior. Rather, to Unathi sensibilities, human masculinity generally emulates Saa behavior and so ‘male’ is a useful, though somewhat inaccurate, term to facilitate communication. To Unathi, gender is not something that one is, but something that one does. An Unathi who sought to live as a professional warrior would be considered Saa by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-rulers. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
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The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&#039;&#039;&#039;The Saa - Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Saa is the gender of warriors, under which roles to do with martial affairs tend to fall. Most military positions are Saa, with some rare exceptions being made for medical and support personnel. Sinta-Unathi pronouns for the three genders are generally a simplified version of the original word; for warriors it would be sa. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as Saa are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields generally fall within this designation as a result.&lt;br /&gt;
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&#039;&#039;&#039;The Taa - Healer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taa is the name for the healers’ gender, which is broader than its name might indicate.. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered Taa. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. While Vaurca in medical or scientific fields may be addressed as Taa, the designation is generally reserved for Gynes to avoid confusion.&lt;br /&gt;
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&#039;&#039;&#039;The Kaa - Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kaa is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a Kaa. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though the Sinta-Unathi pronoun ka is more correct. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for Taa similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
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&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - Saa rulers are considered a good omen for military victory, whereas Taa rulers are considered a blessing for periods of peace and wisdom and Kaa rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have been recognized as warriors and succession follows to the eldest Saa. It is not uncommon, however, for their expressed gender to contrast what is officially recorded by the church; for example, Hegemon Ayzi Sarakus was unofficially seen as a fisher to their confidants and trusted allies. Using various methods, they and others like them have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
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In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as a healer to present as Saa during wartime, for instance, or for rulers identifying as a warrior to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
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In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as Taa. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
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A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
&lt;br /&gt;
In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
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&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
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Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
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Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first Taa Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed; where governing officials, soldiers and those who keep the peace are referred to as Taa. Originally done out of practicality, with most of the realm’s warriors having perished in the Contact War, the practice has continued as a demonstration of open defiance against tradition. A clear expression of dissatisfaction with the culture that brought the planet to its knees. Even those that present stereotypical warrior behavior will identify themselves as healers, defying social norms that your gender is assigned to you by others and not something you choose for yourself.&lt;br /&gt;
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Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference. Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
&lt;br /&gt;
On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Corruption within the Gender Culture ===&lt;br /&gt;
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While seen from the outside as a relatively progressive development, the fluidity of Unathi gender roles combined with the rigid feudal hierarchy of noble lords and clan leadership presents a wide variety of opportunities for exploitation and abuse. These vary in measure, legally and morally, and if pressed those within positions of power will publicly denounce such practices as dishonorable. However, it’s an open secret that a significant number of the ruling class use these tactics to a greater or lesser degree to ensure their dynasties and interests are protected. &lt;br /&gt;
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&#039;&#039;&#039;Heirs and Succession&#039;&#039;&#039;&lt;br /&gt;
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Arguably one of the most crucial considerations of any noble lord or clan leader, the designation of an heir demands intervention when the current candidate is unwanted or unfavorable. The means by which this is accomplished vary from region to region, but leverage of gender is a widely adopted tactic.&lt;br /&gt;
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*In areas under Izweski rule, succession is patriarchal and the eldest warrior child is traditionally designated heir apparent. Should the natural choice be undesirable it is a common though unspoken practice to cultivate a preferred alternative. If the distinction is made early enough in life, clan heads will attempt to remove older children from succession by enrolling them in education and apprenticeships for healers and fishers. Betrothal contracts can also be drafted which misgender, or pre-gender, a child. Often in negotiation of these matches, care is taken to ensure the other clan’s name is taken and rights of inheritance are explicitly waived. Objection by the child or refusal to uphold the betrothal can be punishable by exile, leaving them few options.&lt;br /&gt;
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:If the desired heir does not show sufficient martial prowess, clan leaders can hire combat mentors and may stage public duels where the outcome is predetermined. The opponents in these matches are skilled actors as much as they are combatants, and will shout, bluster, and make oaths to the Warrior and their ancestors before the fight begins to enhance the drama and importance of the duel. They can then expertly claim a believable defeat from even the most inept novice. The most talented of these actors, unofficially referred to as &#039;&#039;hoax-hides&#039;&#039;, are well known in certain noble circles and are paid handsomely for their craft and discretion, and will avoid working in one location for too long to prevent being exposed.&lt;br /&gt;
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*In predominantly Sk’akh regions, legal authority over one’s recognized gender is regulated by the Church. Less scrupulous priests can be bought or persuaded to induce or prevent a change of gender. Some exceptionally lazy or cruel clan leaders will simply fabricate a reason to mark a child as guwandi, stripping them of their clan and gender, and sentence them to exile. This can have unintended consequences however, as the action can be contested within the jurisdiction of the Clan&#039;s local Lord and harsh penalties are imposed for cases in which it can be proven the exile was baseless.&lt;br /&gt;
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*In rural or Th’akhish regions like Tza’an, where the realities of clan survival often take precedence over custom, succession is tied less to gender and more with ensuring healthy children and a robust, able-bodied family. Yet even though harsher, rural life creates greater consequences for meddling in succession, there are still those who will risk much to improve their standing. Leadership typically passes to elder warriors unless they are deemed unfit. If a proposed heir’s existing or planed union would be unlikely to produce offspring then they will often be passed over for a more favorable candidate. A common tactic is to raise concerns regarding an heir’s ability to protect their clan or cast doubt on their health or virility. More recently, there have been recorded examples of unwelcome heirs being assigned to patrols in the wastes in hopes that exposure and radiation will lead to clear signs of weakness and that they might be removed from possible consideration. These schemes are not only dishonorable but also detrimental to the health of the clan and are punished harshly if discovered.&lt;br /&gt;
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A number of Unathi communities that are technically no longer part of the Hegemony still cling to a hierarchical clan structure and the succession of leadership will sometimes be decided by traditional methods. Some details may differ, but it is not uncommon to see similar tactics as those in the Hegemony used to influence succession and other clan decisions. &lt;br /&gt;
*In the Queendom of Sez-Hakh, for example, succession is matriarchal and falls to the eldest healer child. Due to the necessities of survival after the Contact War the lines separating genders have blurred significantly but abuse of gender culture still occurs. Though aging, Queen Lazak still rules with considerable power and her wishes are reflected in the attitudes of the ruling ladies. Stigma against warrior rule continues to linger and advocates of greater warrior influence are quietly stifled.&lt;br /&gt;
*Communities that have more exposure to human influence tend to allow for all three genders in the rules of succession and gaming the system in these instances requires more finesse. For instance, it&#039;s generally accepted that a warrior is the preferred clan leader during wartime. If a clan leader wished for their warrior child to succeed them, they may initiate a clan war or blood feud prior to stepping down and allowing their warrior children to ascend. The reverse can also be true, and a clan leader might reach out to rivals to begin talks of reconciliation before stepping aside for healer or fisher claimants.&lt;br /&gt;
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&#039;&#039;&#039;Contracts and Customary Law&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deep ties gender has within Unathite culture can also be exploited when resolving contracts and disputes. Often this can take the form of discrediting someone’s suitability for a job, an inferred inability to complete work, and breaches of contract where gender is pertinent. Contract manipulation is common and Mazjivsa scribes are customarily retained to ensure proper resolution where possible. They are familiar with popular ploys to either nullify contracts or collect compensation for failure to fulfill obligations and other violations.&lt;br /&gt;
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One particularly infamous case is widely taught to new scribes during apprenticeship; a contract was created to provide a lord with twenty skilled fishers (engineers) for the construction of new perimeter walls around his compound. Once the crucial process of sinking the foundations and construction of the lower levels was done, progress on the project began to slow and then cease as the fishers were constantly arguing, accusing one another of sabotaging their work, insulting their clan, and myriad other minor slights which climaxed in a spontaneous battle; one worker dead, and two with serious injuries. The lord claimed “they were clearly better suited to spears than tools,” and demanded that the contract be nullified and that half of what he paid be returned in addition to punitive payments stipulated in the contract for the breach. Initially the restitutions were made and the construction of the walls was finished by the lord’s own specialists. It wasn’t until later when a Zo’kaa investigated the incident that the funds were returned and the Lord’s involvement was made known. Under contract from the construction guild, the Zo’kaa uncovered the reason for the change in the fishers’ attitude; an agent, part of the twenty fishers from the guild, had been paid to bring the workers under scrutiny. Once work on the base of the walls was complete, the rest was markedly simpler and cheaper. The lord would have paid less than half the agreed upon amount in the end. Diligent scribes will formalize contract specific processes to resolve potential gender related breaches but this relies on the skill of the scribe hired and is by no means a complete solution.&lt;br /&gt;
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Other examples of contract manipulation include marriage and betrothal contracts. These contracts often stipulate the genders of the couple and allowances made for surrogates of children, the “Marriage Price”, and additional considerations. If the gender of one party shifts, either naturally or by design, the contract can be nullified and recompense paid.&lt;br /&gt;
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&#039;&#039;&#039;Mazjivsa Manipulation&#039;&#039;&#039;&lt;br /&gt;
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These scribes, predominantly fishers, are trained to provide counsel in matters of contract negotiation and resolution. Since the collapse of the Mazjivsa guild and the removal of its oversight, some unathi declare themselves Mazjivsa without the proper training and are exiled if discovered. This precarious position can be exploited, and some scribes will find their gender scrutinized if someone stands to gain from the lack of their guidance and expertise.&lt;br /&gt;
A well-known example of this occurred in Skalamar, 2466; a Mazjivsa of clan T’szel was contracted to review agreements made between a local lord and his client. He would not be bought and so the lord began claiming T’szel was an illegitimate scribe and fraud. Enraged, the Mazjivsa demanded a duel so that he might defend his honor. Surprisingly, he was able to draw first blood against one of the lord’s sons, but his victory was used as proof that he was more warrior than fisher. The lord succeeded in having him removed from the contract negotiation, although he was spared exile.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
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Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
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=== Religion and Spirituality ===&lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
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==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
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==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
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&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
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=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
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It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
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=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
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While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
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[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
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The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
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Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
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=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
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Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
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=== Unathi Physiognomy ===&lt;br /&gt;
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Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
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The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
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== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Izweski Hegemony and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Hegemonic government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
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=== Izweski Hegemony ===&lt;br /&gt;
&#039;&#039;See also: [[Izweski Hegemony]]&#039;&#039;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
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Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
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Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
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Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kinds of major lifestyles in the Izweski Hegemony. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
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=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
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For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
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The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
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{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
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== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. Guwan are not full citizens of the Hegemony but are considered residents, which additionally bars them from many services.&lt;br /&gt;
&lt;br /&gt;
Upon being declared Guwan, a Unathi is legally stripped of their gender and is not permitted to work in traditional warrior, healer or fisher fields. On documentation coming from Moghes, the &amp;quot;gender&amp;quot; section is generally left blank to reflect this, though in alien spaces the gender is listed as &amp;quot;Neuter&amp;quot; or filled in with an X. Guwan pronouns are strictly listed in neuter terms, and Guwan are legally only permitted to use it/its pronouns. Those that are hiding their status as Guwan are not required to conform to this standard and will often overcompensate their gender presentation in order to continue hiding their identities hidden. &#039;&#039;&#039;Both the limitation on gendered work fields and the usage of pronouns are enforceable by moderation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that its survival depends on the safety of the Hegemon and his family, which means that it wouldn&#039;t try to launch a coup or replace the Hegemon without itself being slaughtered. Similar to an old-Terran Janissary, it&#039;s a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Viridis&amp;diff=38629</id>
		<title>The Viridis</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Viridis&amp;diff=38629"/>
		<updated>2026-02-23T23:16:13Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
Established in late 2466, the Viridis refers to several small realms located on the borders of the Wasteland. The largest concentration of these lands lies on the eastern edge of the [[Southlands]], reaching into [[the Wasteland]] past Bahard - though other such fiefdoms lie to the west of Teht and to the north of Imas’hi. These realms are a grand experiment of the Hegemon’s in the large-scale use of [[Dionae]] for Wasteland reclamation, and are perhaps the largest and most influential Diona population in the [[Izweski Hegemony]].&lt;br /&gt;
&lt;br /&gt;
In a controversial decision by the Hegemon, these realms are ruled by [[Dionae]] - though still answerable to the rule of Governor Aeikuzo in Lazhi. Each of these noble gestalts, collectively nicknamed “the Lords Verdant” by their subjects, is carefully cultivated for capability as a ruler and loyalty to the Hegemon. They are allowed to operate with a fairly free hand, responsible for the growth and distribution of common gestalts in order to orchestrate large-scale reclamation of the Wasteland they preside over. Though they are permitted to split, or to form new noble gestalts, these gestalts are considered lesser nobility, with no inherent claim to the title of their progenitor. Many of these lesser gestalts have been sent to work elsewhere in the Hegemony, assuring that the Lords Verdant can gain greater influence outside their own territory.&lt;br /&gt;
&lt;br /&gt;
In addition to the common gestalts of their lands, many Unathi workers have also traveled to the reclaimed Wastes - work remains a precious commodity in the Untouched Lands, and many have seen the new project as their chance to seize fortune from the ruins of the pre-war world. These Sinta will usually dwell side-by-side with the common gestalts of the region, assisting the Dionae in their growth and working to rebuild and reclaim the ruins that dot the Wasteland.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
The Viridis is a melting pot, with workers from across the Hegemony traveling to the new frontier to seek their fortunes. Unathi of all backgrounds and cultures can be found here, but these disparate peoples are united in the overarching goal of the project - the reclamation of the Wasteland. In one way or another, every citizen of the Viridis works towards this goal, which has rapidly taken on a near-religious significance to many of them - often referred to as “The Great Work” among both Unathi and Dionae.&lt;br /&gt;
&lt;br /&gt;
Due to the large Diona population, and the many gestalts dwelling within the region, the Unathi of the Viridis tend to have a positive outlook on Dionae - they are the means by which the Great Work is possible, after all, and many of them spend their days working closely with Diona gestalts. To some, Dionae are viewed as sacred or blessed beings, while others view them merely as an alien race who have lent their unique gifts to the Hegemony’s service. Close friendships between Unathi and Dionae are common in the Viridis, and the practice of symbiosis is more common there than anywhere else in the civilized Spur.&lt;br /&gt;
&lt;br /&gt;
Though there are many Wastelanders among their number, the Sinta of the Viridis have developed a hostility towards many of the Wasteland factions, particularly those which have proven troublesome or hostile to the Great Work. To many in the Viridis, those Wastelanders who refuse to pledge themselves to the Lord Verdant are sabotaging the healing of Moghes out of their own pride, while those who raid or pillage Viridis settlements are viewed as barely-Sinta, savages who would despoil Moghes’ great hope just to prolong their own wretched lives. Though the Lords Verdant do not have a policy of open aggression, many of their subjects wish for a firmer hand in dealing with troublesome or defiant Wastelanders.&lt;br /&gt;
&lt;br /&gt;
Though opinions on the Lords Verdant themselves vary from territory to territory, the Viridis as a whole is ruled by Lady-Governor Zhelmi Aeikuzo, whose enigmatic and disturbing reputation has become a popular subject of idle gossip through the rest of the Hegemony. In the Viridis, these tall tales are still told - but curiously, many of the locals speak them differently, using her moniker “Lady of Thorns” with something approaching pride. Monster or no, she is the one who began the Great Work, and that fact alone has inspired deep loyalty among many of her subjects.&lt;br /&gt;
&lt;br /&gt;
The Viridis has come to appeal deeply to exiles, refugees, and Guwan - it is a new frontier, with the promise of new work and great fortunes to be made for those who do their part. Many Wasteland refugees have flocked to the lands of the Lords Verdant, seeking to reclaim their own homes or to escape the crowded slums of the Untouched Lands. Though it is a young region, it has rapidly amassed a large population, with many among the nobility viewing it as a perfect opportunity to get rid of unwanted mouths to feed.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
[[Sk&#039;akh|Sk’akh]] is the most common religion within the Viridis, largely brought by workers from the Untouched Lands. The Church has established a substantial presence in the region already, and some have even called on High Priest Azandar to raise a new Archpriest to serve the spiritual needs of the region. This request has not been granted, however - likely due to Lady Aeikuzo’s troubled past with the Church, and her unorthodox interpretations of Sk’akh doctrine. Though her proclamation as a heretic was withdrawn following the dissolution of the Maraziite Order, it has still made many among the priesthood wary of the Viridis, and the future that the Lady of Thorns would bring. Their concern is only warranted by how many among the faithful in the region have proven open to Aeikuzo’s interpretations, and her ideas as to the transformation of the Unathi form. Though this has yet to become a major issue for the Church, whispers in the corridors of the Great Scept claim that the Viridis could become the birthplace of a schism if left unchecked.&lt;br /&gt;
&lt;br /&gt;
Though outnumbered by the Sk’akh population, many [[Th&#039;akh|Th’akh]] Unathi also dwell within the Viridis, coming from a thousand divergent faiths. Shrines to all manner of spirit can be found in the Viridis, though the locals tend to favor spirits of growth or life - befitting the Great Work. Many of the Th’akh beliefs in the Viridis view Dionae as holy, particularly those which came from the Wasteland - a fact which the Lords Verdant have been happy to encourage. These Th’akh beliefs have been instrumental in the growth of the Viridis, often successfully used for the peaceful absorption of Wasteland communities - and a major positive factor in negotiations with the Clan Dorviza.&lt;br /&gt;
&lt;br /&gt;
So far, there has been no sign of an [[Aut&#039;akh|Aut’akh]] presence within the Viridis - those in the undercity communes are reluctant to abandon their communities, and the faith is practically nonexistent among Wastelanders themselves.&lt;br /&gt;
&lt;br /&gt;
[[Si&#039;akh|Si’akh]] is also rare in the Viridis, though it has a small following among those Wastelanders who have chosen to be absorbed into the growing realm. The Prophet himself has commented on the project, stating that the Viridis is “a noble effort to alleviate the suffering of Moghes, but true salvation shall only come from Sk’akh”. Si’akh missionaries are generally permitted to preach in the Viridis - though some among the Lords Verdant have refused to allow them, particularly those surrounding Ihaliz.&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
=== Lazhi, City of Ten Thousand Blossoms ===&lt;br /&gt;
The de facto capital of the Viridis is Lazhi, located in the southern [[Zazalai Mountains|Zazalais]] north of Bahard. Destroyed during the Contact War, Lazhi was left an uninhabitable ruin for decades. When Lady-Governor Aeikuzo was granted her position, she began focusing on the reclamation of Lazhi as her new capital - a grand initial victory for her efforts. Most of the lingering fallout had dispersed, and Aeikuzo’s use of Dionae ensured that the remainder was eradicated.&lt;br /&gt;
&lt;br /&gt;
Since then, Lazhi has become a city unlike any other - many of its buildings still stand as ruined monuments, but where they were once desolate and lifeless they are now overgrown, with both Diona gestalts and specially-modified flora granting the city its namesake. Taking inspiration from Diona architectural styles found in the Commonwealth of Hieroaetheria, Lazhi is both city and garden. It has rapidly become a site of curiosity among xenobotanical scholars both within the Hegemony and from further afield, with human, Skrell, and Vaurca scientists having found positions in the Lady-Governor’s service.&lt;br /&gt;
&lt;br /&gt;
The vast work of reclaiming a city is nowhere near done, and the project has only grown in its enormity. Thousands of laborers have come in the employ of Hephaestus Industries, working to rebuild the city’s infrastructure, and it will likely take years until the scars of the city’s devastation are fully healed. To those who have only ever known Lazhi as ruins, however, the progress already made is astounding - with some even describing it as the Hegemony’s first true victory against the Wasteland.&lt;br /&gt;
At the heart of Lazhi lies the Governor’s palace - nicknamed “the Garden” by locals due to Lady Aeikuzo’s work. On the occasions that the Lords Verdant gather, this is where they are summoned to - and from here, all their work to reclaim the Wasteland is coordinated. Though Overlord Hutay’zai bears the informal title of “Lord of the Wastes”, the work done in the Garden has led many to whisper that the Lady-Governor is more deserving of such a title.&lt;br /&gt;
&lt;br /&gt;
Though Aeikuzo rules Lazhi, the area of the Viridis surrounding it also has a Diona lord - the Argus gestalt known as The Silent Friend Embracing The Weeping Souls In A Blanket Of Purity And Love. This gestalt, often known as Taarazi, is a rarity - one of the few wild Dionae to have become one of the Lords Verdant, and the only one to have been grown entirely outside of Lady Aeikuzo’s careful cultivation. Taraazi was recruited early in the establishment of the Viridis, to provide the Lady-Governor insight into the culture and mentality of Wasteland Dionae. It has served as an emissary and advisor, working to bring Wasteland communities and wild Dionae under the Viridis, and many of the gestalts in the area owe their origins to Taraazi.&lt;br /&gt;
&lt;br /&gt;
=== Ihaliz ===&lt;br /&gt;
Located to the west of Teht, Ihaliz is a small settlement serving as the center of reclamation efforts in the west. Rather than reclaimed ruins, Ihaliz is a new city, resembling a bustling and overgrown frontier town - though one which still lies well within the reach of Izweski authority, in no small part due to the proximity of Camp Izweski’s Honor. The settlement has become something of a hub for countless smaller reclamation efforts in the region, with the intent of reclaiming all the land between Teht and Camp Izweski’s Honor - ensuring that the Southlands are protected against Wasteland banditry in future.&lt;br /&gt;
&lt;br /&gt;
Ihaliz is ruled by Steadfast Guardian of a World Reborn - a Competence Choir gestalt grown in Lady Aeikuzo’s garden, and educated by the genetic material of many skilled warriors. It is known to be an orderly and martial-inclined ruler, cultivated to assist the soldiers of Camp Izweski’s Honor in dealing with the dangers of Gawgaryn and other raiders which have plagued the region. Though most of the warriors under its command are Unathi, with Dionae largely serving in logistical or support roles, Ihaliz itself is largely defended by Diona practitioners of the Divine Mandate.&lt;br /&gt;
&lt;br /&gt;
Since the establishment of Ihaliz, many local Wasteland groups have found themselves faced with a simple choice - to submit to the rule of Steadfast Guardian and the Hegemony, to depart their homes, or to be driven out. Though most of the local Wastelanders have chosen to reintegrate into the Hegemony, seeing the improvements that the reclamation program can bring to their quality of life, others have chosen to leave or resist - which has been met with stern reprisal by their new lord. Though it is not by any account a cruel ruler, it has been cultivated with a belief in the importance of maintaining authority, and those Wastelanders who have refused to kneel have found themselves driven out, fleeing deeper into the desert. Many of their lands have since been resettled by workers from the Southlands or by newly-grown common gestalts - ensuring that the great work of reclamation cannot be slowed by a few stubborn holdouts.&lt;br /&gt;
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Hephaestus Industries has a substantial presence in Ihaliz, having been contracted for the building of the settlement. As the town grows, Hephaestus has also begun work on railroad lines to Teht and Camp Izweski’s Honor, ensuring that the reclaimed region can remain well-supplied and well-defended.&lt;br /&gt;
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=== Rehus ===&lt;br /&gt;
Located in the mountains north of Skalamar, Rehus is the largest settlement of the northern Viridis, stretching its expanses of reclaimed land towards Camp Modesty. The site was chosen due to a subterranean aquifer nearby, and mining operations rapidly led to the excavation of the vast underground water reserves. This has led to the city’s nickname of “The Pit”, as it extends deep into the earth, in caverns lit by an odd mix of ordinary light and bioluminescent Dionae growths.&lt;br /&gt;
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Rehus’s mining industry has led to a rapid population boom, as Hephaestus Industries has rapidly invested in the area’s development, setting up extensive industrial projects via the Miners’ Guild. The city’s true value, however, is in the aquifer - the merchants of Rehus have rapidly become some of the most prominent water traders in the Northern Wasteland, only rivaled by those of the still independent Canyon City. The water supplies of Rehus have led several Wasteland communities to abandon their independence and join the Viridis, swearing allegiance to the Lords Verdant and the Hegemon.&lt;br /&gt;
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Though there are few Gawgaryn bands in the Northern Wasteland, the reclamation efforts of Rehus have led to tension with the Reclaimers, who on several occasions have clashed with warriors or salvagers seeking to restore ruins that the crawlers wished to salvage. Though this has never broken down into large-scale hostility, many among the northern Reclaimer clans worry that the reclamation projects mean there is little future for their way of life. The city’s water reserves have also led to difficulties with the people of Canyon City, which previously served as the center of the water trade - now, its significance is challenged, and the resources invested in the Viridis are far greater than those that the clans of the Canyon can bring to bear. Though so far the leadership of Rehus has been open to negotiation, Canyon City is reportedly gripped by internal conflict over how to deal with these new developments - and whether their importance will be sustained if the Wasteland grows smaller every year.&lt;br /&gt;
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Rehus is ruled by Ephemeral Connections Formed Upon Silent Shores, a young Emphatic Echo gestalt. So far, it has taken a conciliatory approach to diplomacy, preferring to negotiate with local Wastelander communities without the use of force. This has led to the gestalt generally being well-liked by its people, though some others believe that Ephemeral Connections is too passive and inexperienced to deal with the challenges of its position.&lt;br /&gt;
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=== Other Realms ===&lt;br /&gt;
Though the Viridis project is still in its infancy, many smaller communities have been established across the borders of the Wasteland under Aeikuzo&#039;s guidelines. The Lords Verdant of these realms are usually younger or less experienced gestalts, most commonly offspring of other noble Dionae or grown in the gardens of Lazhi.&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category:Dionaea]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=38628</id>
		<title>The Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=38628"/>
		<updated>2026-02-23T23:14:09Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Template:TOC Hidden}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Wasteland is an unforgiving place, as the name implies. Many inhabitants, the survivors of the Contact War, attempt to make a livelihood here. Their reasons for doing so varies: Be it religious, familial ties, or lawbound exile.&lt;br /&gt;
Here are a few examples of clans that live in the wasteland and how they fare with the harsh life outside of the terraformed areas, the Hegemony controlled territories, and the relative safety of the Untouched Lands.&lt;br /&gt;
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One of the reasons most members of the Clans leave their villages is to have a steady supply of credits for their family back home - for medicine, food, and water. Those who make it out of the Wasteland are lucky to be out, but not everyone has the funds to pay for a smuggler to get them past the Izweski navy.&lt;br /&gt;
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== Life in the Wastes ==&lt;br /&gt;
Living in the wasteland is no easy feat. Many who try, fail. Others waste away, barely something one can call living. However, a precious few manage to overcome all odds, subjugating what many believed to be the end of all Sinta into something with purpose. Through iron will and steel blade, they set forth into the irradiated deserts in an attempt to reclaim what is rightfully theirs.&lt;br /&gt;
[[File:UnathiEggColoured.png|250px|thumb|right|Life always prevails.]]&lt;br /&gt;
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Quality of life differs from settlement to settlement, some thrive upon the hidden riches uncovered below the sands, while others wither and decay as trade routes get intercepted and resources run low. Communication between the settlements are often rudimentary, use of smoke signals, coloured balloons raised into the air (raised green means good, raised red means bad, and so forth), and in some lucky cases, salvaged pre-war radio equipment.&lt;br /&gt;
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A majority of Unathi who find themselves stranded here are the remnants of the Traditionalist coalition. While they found themselves at odds with the Izweski Hegemony in the past, they realize that they have been beat, and simply cannot survive without some support from those within the Untouched Lands. Many still bear resentment and even anger towards the Hegemony and those that swear fealty to it. Still, trade is conducted to make ends meet.&lt;br /&gt;
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A few settlements dotted around the area have received help from Hephaestus Industries to set up educational centres, capable of teaching hatchlings the way the galaxy works, in an attempt to recruit as many of them into the company when they reach adulthood. The Interstellar Aid Corps (IAC) has established hospitals and learning centres in a small number of the larger established colonies.&lt;br /&gt;
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For the disillusioned few, those that fell out of the learning centres, or those that simply were too barbaric to live in the establish settlements, a criminal underground was established. These secret networks distribute spoofed space traffic codes, as well as transport into different star systems, in exchange for servitude for a set amount of years, a great debt, or a single, dangerous task.&lt;br /&gt;
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== Factions of the Wasteland ==&lt;br /&gt;
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=== The Reclaimers ===&lt;br /&gt;
Clans of Unathi paid to scavenge the wastes in search of pre-war technology. They’re typically trained for combat, though there will of course be engineers and people who care for cargo, as well as scientists capable of operating and reactivating the technology. Known by the inhabitants of the wasteland as “Rustboys”.&lt;br /&gt;
[[File:UnathiLandcrawler.png|250px|thumb|right|One of the landcrawlers, slowly making its way through the wastes.]]&lt;br /&gt;
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They operate as Unathi usually would, having the Moghean version of a nuclear family. Gender roles are enforced as normal. The men being the preferred sharpshooters, gunners, and pilots. Women act as cooks, medics and caretakers of the young. Both men and women share some jobs, such as cleaning, repairing the landcrawler, and delivering resources around the craft.&lt;br /&gt;
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They operate out of landcrawlers, massive mechanical beasts of burden that use treads to move across the wasteland. These vehicles are so massive they’re capable of supporting the entire clan living in them for months at a time. Realistically they only need to refuel it, but the wasteland wears down on both the people and the vehicles they use, creating a need for them to head back home and repair.&lt;br /&gt;
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Some wealthy clans have upgraded their landcrawlers with a massive steam catapult on top, capable of launching planes that are used to scout the wastes; spotting dangers, loot and Punished bases. These are usually crewed by two men, a pilot and a spotter/gunner. Some may carry bombs, but these are seen as barbaric and damaging to the loot.&lt;br /&gt;
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When they find something they can salvage, or some wastelanders attempt to attack them, they deploy smaller but highly advanced sandrovers. These vehicles are fast enough to catch up to any threat, as well as chase down in-use pre-war tech, and disable it.&lt;br /&gt;
[[File:Reclaimer_Car.png|200px|thumb|right|A Reclaimer vehicle, speeding across the dunes.]]&lt;br /&gt;
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These clans aren’t particularly pious, having a more pragmatic and materialistic view on things in general. As long as you didn’t jeopardize the operation, you were free to call the landcrawler your home.&lt;br /&gt;
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Due to the work they do, they’re well liked by the nobles, who hire them as mercenaries of war on occasion. They also serve as escorts and guides for traveling nobles, protecting them from the horrors of the wasteland.&lt;br /&gt;
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=== Clan &amp;quot;Gawgaryn&amp;quot; - The Punished Clans ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;There is nothing left. The Ancestors weep as they beg us to leave Moghes. No more children will grow up in our Ancestral Homelands the same as we have, ever again.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;The words of &#039;The Lost Son&#039; while visiting the ransacked capital of the Azarak Kingdom - the losing side in the Contact War.&#039;&#039;&lt;br /&gt;
A mega-clan forced to attack others during the war, or risk starvation and total annihilation. They were supposed to receive the capital punishment, but fled to the wastes to escape this. Now they roam the wasteland, having become exactly what they wanted to escape in the past, bandits who loot and pillage to make a living.&lt;br /&gt;
[[File:Punished_Raider.jpg|200px|thumb|right|A Punished raider, &amp;quot;Abushk Gawgaryn&amp;quot;, mounted on his specialized sandbike.]]&lt;br /&gt;
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They are rumoured to have an overseeing leader, &#039;The Lost Son&#039; as he is known, refuses to go by his original name, and only has that title to identify him. He leads the Punished Clans, simply so that they can survive. His only goal is the survival of his clan, and his people, and he&#039;s even resorted to kidnapping Unathi and forcing them onto ships outbound to other systems keep them alive, even if they wish to remain by his side and defend him.&lt;br /&gt;
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The act of being exiled and cut off from the rest of the unathi society has left them worse for wear. So much as mentioning “The Exile Event” will get one beaten to a pulp and even killed, if the crowd was enraged enough. Still, the Clan Father sends two sinta to the Hegemon territory annually, willing or not, to ask for forgiveness. These always get turned around at the city gates and cannot return home, as this will surely lead to their death.&lt;br /&gt;
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The Punished don’t care much for gender roles, their situation is too dire to segment their workforce. A sinta is obligated to pull their weight despite gender, and in the worst of times, despite age.&lt;br /&gt;
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There are hidden bases scattered throughout the wasteland, acting as pit stops to rest and recover from raiding, more so than bases of operation. Permanence is a last resort, as staying in one area will get them bombed out, or worse, captured and forced to face their crimes. There are rumours spreading through the Hegemony that there exists a primary base, where Clanfather Kuma’Gizz lives and coordinates the raiding missions. &lt;br /&gt;
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The &#039;&#039;&#039;largest raid&#039;&#039;&#039; ever performed have been the thefts of Solarian trade shuttles that were landed at an Izweski wasteland camp - the Gawgaryn boarders forced the human pilots to pick up hundreds of Unathi and help them escape to the Frontier and beyond - many of these clans eventually finding homes in &#039;&#039;&#039;Tau Ceti seeking legal asylum&#039;&#039;&#039;. The five Gawgaryn warriors in charge of the raid were not given asylum by Tau Ceti, and instead were given to the Izweski. They were later executed publicly.&lt;br /&gt;
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These five Gawgaryn warriors are forever worshiped by the Unathi that were able to escape, as heroes.&lt;br /&gt;
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=== The Mi&#039;kuetz ===&lt;br /&gt;
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A band of K’lax, formed primarily of Queenless Vaurca. These cheery Queenless roam the Wastelands atop large Vaurcesian pack-animals called Vizk&#039;tul, surviving, scavenging, and doing what work they can for the highest bidder.&lt;br /&gt;
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For more about the Mi&#039;kuetz see [[K%27lax_in_the_Wasteland#The_Mi&#039;kuetz |here.]]&lt;br /&gt;
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=== The Yiaa’mak’tzut ===&lt;br /&gt;
The second most prominent group of Vaurca in the wasteland. Operating out of a hidden mountain base and maintaining a higher level of technology than most K&#039;laxan Queenless, these mysterious outsiders are rumoured to provide near mystical services to Unathi they encounter in exchange for favours.&lt;br /&gt;
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For more about the Yiaa’mak’tzut see [[K%27lax_in_the_Wasteland#Yiaa’mak’tzut |here.]]&lt;br /&gt;
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== The Northern Wasteland ==&lt;br /&gt;
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The Northern Wasteland is the smaller region of the Wasteland, spanning from the Tza Prairie in the west to the Zazalai Mountains in the east, separating it from the much larger Eastern Wasteland. Most of this region was affiliated with the Izweski Hegemony during the Contact War, and as such there has been a greater concentration of Izweski restoration efforts in the region.  While the Northern Wasteland is still a harsh environment, plagued with radioactive fallout and deadly raiders, it is considered to be the ‘safer’ of the two regions of the Wasteland, with relatively more civilised settlements to be found, and Hegemony restoration work continuing with the aid of the K’lax Hive. While progress is slow, some small environments have been reclaimed from the harsh sand and dust, whether through the labour of the oasis clans or the Hegemony’s geo-engineers. &lt;br /&gt;
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=== Hegemony Outposts ===&lt;br /&gt;
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==== Camp Integrity ====&lt;br /&gt;
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The largest Hegemony outpost in the Northern Wasteland is Camp Integrity, formerly an Izweski fortress during the Contact War. Due to its advanced anti-missile and anti-aircraft defences, Integrity was able to avoid a direct nuclear strike, and protect some of the region around it from the Wasteland. When the nuclear exchange began, Camp Integrity was the main centre of evacuation for Hegemony refugees, using its shuttleport to carry those citizens who lost their homes to the Wasteland to safety. &lt;br /&gt;
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The fort was kept manned for decades following the end of the War, but rapidly fell into difficulties, owing to its inability to resupply itself with food or water. However, during his time as Lord Regent, Not’zar Izweski kept maintaining Camp Integrity against the dangers of radiation and Gawgaryn raids, a decision which many called him foolish for. &lt;br /&gt;
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It was in 2461 when the Hegemon truly put Camp Integrity to use - spearheading an initiative in cooperation with the K’lax to begin the reclamation of the Wasteland. Massive terraforming projects were initiated, using Camp Integrity as a base of operations. These machines took skilled labour to operate, both Vaurca and Unathi, which led to the civilian population of the camp expanding, leading to a small but thriving town growing around the fortress. However, with this expansion came greater risks. The Gawgaryn and other raider clans have made frequent attacks on the outlying regions of Camp Integrity, though so far the Izweski have managed to repel them before any serious damage is done.&lt;br /&gt;
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Camp Integrity has even brought in more alien labour - with some human engineers from Hephaestus Industries taking jobs working on the complex terraforming equipment, and a rare few diona gestalts contributing in their own fashion to cleansing the Wasteland. While progress has been small, it has been notable - for the first time, the spreading Wasteland has been pushed back, and the inhabitable region around Camp Integrity is growing larger by the year. &lt;br /&gt;
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With Integrity’s position as the heart of Izweski power in the Wasteland, it has also given rise to a large bounty hunting industry, as many warriors make their way there seeking a fight and fortune, whether independently or affiliated with a group such as the Fighters’ Guild or Dagamuir Freewater. Traditionalist holdouts, Gawgaryn raider lords, Izweski criminals and alien smugglers trading with the above are all frequent targets, with expeditions of hunters regularly setting out from Camp Integrity to seek their fortune in the harsh sands. &lt;br /&gt;
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However, the recent famine has slowed reclamation down, as Camp Integrity has not yet reclaimed enough of the Wasteland to support itself - large portions of its food and water still need to be flown in by shuttle from the Untouched Lands, which are currently enduring food shortages of their own. These shuttle flights are not without their own perils, with some raider clans having gained access to Contact War-era anti-aircraft guns, and often attempting to shoot down the Izweski supply shuttles for the precious food and water they carry. Should the famine not be resolved quickly, it is entirely possible that Camp Integrity may be unsustainable - marking a failure for the Hegemon’s dreams of reclaiming the Wasteland. &lt;br /&gt;
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The camp’s commander, Riziak Suosru, is a seasoned warrior - a veteran of the Contact War, who has been at Camp Integrity since those days. While he definitely has the experience to be stationed elsewhere by now, he has dedicated his life to seeing Camp Integrity prosper, and shares in the Hegemon’s dream of making the Wasteland bloom again. Suosru has seen off Gawgaryn raiders, radioactive storms, and everything else the Wasteland can throw at him, and shows no signs of budging, even with the ongoing famine. Among the locals, it is a common joke that Suosru will be at Camp Integrity until the fortress crumbles to dust. &lt;br /&gt;
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==== Camp Modesty ====&lt;br /&gt;
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The other Hegemony outpost in the Northern Wasteland is Camp Modesty. Located closer to the edge of the Wasteland, Modesty has always been less of a priority for Hegemony restoration efforts - while some terraforming operations have been set up there, it is far less of a hub for Izweski reclamation projects than its larger cousin. Modesty’s main purpose remains primarily military - Izweski forces garrisoned there help to keep Gawgaryn raiders from attempting to strike across the mountains, as well as keeping the regional command at Camp Integrity updated as a scouting force.  While Modesty’s garrison is small, they are well-trained and disciplined, acting as scouts and surveyors of the Northern Wastes, mapping the region and keeping an eye on the larger Wasteland communities. &lt;br /&gt;
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Unlike Integrity, Camp Modesty has little alien presence. While some K’laxan warriors have been integrated into the force there, the bulk of K’lax efforts in the reclamation is concentrated at Camp Integrity. The terraforming equipment there is largely older and less reliable, though the camp’s commander has been trying to get K’laxan workers sent to set up their own advanced equipment there for years. &lt;br /&gt;
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=== Other Havens ===&lt;br /&gt;
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The Hegemony’s outposts are certainly the safest settlements in the Northern Wasteland - but not the only settlements. The surviving clans of the radioactive wastes, while largely nomadic, have formed some permanent settlements of their own. &lt;br /&gt;
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Canyon City is the largest of these, built within a network of slot canyons. While the small village that once lived there was abandoned during the nuclear exchange, it was used as a home by desperate survivors, who discovered the true value of the location - a vast underground aquifer. With access to one of the largest freshwater reserves of the Northern Wasteland, the Sinta of Canyon City were able to survive - and eventually, prosper, trading with Reclaimers, Mi’kuetz, Gawgaryn, and even Izweski forces for the supplies needed to establish a thriving community in the heart of the Wasteland. Canyon City is home to a number of clans, each contributing in their own way to their settlement’s prosperity and defence. Canyon City is known as a haven for the weary traveller of the Wastes, and often a stopping point for criminals on the run from Hegemony law - with but a few inviolable laws. Any disputes are to be settled outside the canyons, and the aquifer is not to be touched by any outsiders. To break either of these laws is to be met with swift punishment - depending on the severity of the dispute, the unfortunate Sinta might face anything from a night in jail to sober up, or immediate execution. Any who attempt to steal water, or to pollute the city’s aquifer, are met with death or exile should they be caught.&lt;br /&gt;
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The Reclaimers have two crawlers located in the Northern Wasteland - the Za’zi and the Khurt’kuhk. While they tend to keep themselves to themselves when not being hired, they do trade in Canyon City, and are occasionally hired by Izweski nobility to safeguard them on a trip through the perils of the Waste. Currently, the Za’zi is in the employ of Canyon City, serving to protect it from any opportunistic raiders seeking to claim the settlement’s water for themselves. The Khurt’kuhk largely operates independently, trading with the Oasis clans for supplies and offering their services to Hegemony expeditionary forces. &lt;br /&gt;
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==== The Spirits of the Oasis ====&lt;br /&gt;
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The Oasis Clans largely consist of Sinta&#039;unathi who simply try to make a living in the wasteland. While their outposts and travellers can be found far and wide, most of these clans dwell in the rare untouched oases of the Northern Wasteland, rarely being seen to the east of the Zazalai Mountains. They live in a state of symbiosis with the Dionae, which clears the radiation from their crops. They are agricultural experts, capable of farming even in the wastes. The food produced from these are used to feed both themselves and their animal companions.&lt;br /&gt;
[[File:UnathiHatchling.png|250px|thumb|A hatchling standing next to her wasteland home.]]&lt;br /&gt;
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The larger villages plant huge swathes of dionae pods, which either get used to absorb the radiation in the surrounding area, or sent to new settlements to give them a headstart on the minute terraforming procedures. The more land that gets terraformed, the more crops get planted, the more biomass the dionae have available.&lt;br /&gt;
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They have an attachment to their animals and the dionae, who they regard as pets up until a gestalt forms, who they then regard as fully fledged members of the clan.&lt;br /&gt;
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Owing to their static lives and traditionalist nature, they have rigid gender roles. The women tend to the crops and animals, deal in commerce and negotiation, and prepare the food. The men, on the other hand, do hard manual labour such as mining or building, or train to become warriors skilled enough to defend their village from Punished raiders.&lt;br /&gt;
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Chiefly, they follow the Th’akh religion, though some among them may have different opinions, or even dip into Sk’akhism. There is a firm belief among them that the ancestors wish for them to reclaim the land, and return what was once theirs to its original, beautiful form.&lt;br /&gt;
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&#039;&#039;&#039;Oasis Clans&#039;&#039;&#039;&lt;br /&gt;
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While players are in no way obligated to play these clans, and are more than welcome to homebrew their own, these clans are known and settled in the wasteland. Choosing to play one of these will allow you to play out their quirks, as well as meet other clan members on-ship.&lt;br /&gt;
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===== Clan Dorviza - The Dryads =====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Is something the matter?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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This clan is considered to be Moghes’ leading experts in regards to all things flora. Their ability to twist a plant’s use to fit their own needs is unparalleled. Many times, the injured are brought to the Dorviza, where their unique traditional herbal treatments are used to heal the wounded.&lt;br /&gt;
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The Punished frequently raid their settlements to get their hands on medical supplies. Often, these raids are fought off by a mixture of Dorviza forces and Reclaimer mercenaries who protect the Dorviza in exchange for discounted medical treatment.&lt;br /&gt;
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&#039;&#039;Unathi from clan Dorviza would generally work in:&#039;&#039; &#039;&#039;&#039;Medical, Hydroponics, Xenobotany&#039;&#039;&#039;&lt;br /&gt;
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===== Clan Vihnmes - The Negotiators =====&lt;br /&gt;
&#039;&#039;&#039;“We’ll see what we can do.”&#039;&#039;&#039;&lt;br /&gt;
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The survivors of this clan is in no way physically fit, instead surviving the wild wastes by silvered tongue. They run inns and taverns as a way for those roaming the wasteland to get a safe place for rest and respite. Sooner to call upon help or talk those opposing them down, than to grasp at a weapon; the survival of this clan is speculated by many to simply be a miracle by the great Sk’akh.&lt;br /&gt;
[[File:Young_Ozeuoi.png|200px|thumb|A young Unathi, &amp;quot;Rahkr Ozeuoi&amp;quot;, taking a break from repairs.]]&lt;br /&gt;
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The Reclaimers make extensive use of the Vihnmes, either to rest at, while their Landcrawlers are in for repairs, or as a middleman to ensure that the nobles don’t mislead and underpay them for their services. Owing to the near-permanent presence of the Reclaimers, the Punished steer clear of all Vihnmes settlements.&lt;br /&gt;
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&#039;&#039;Unathi from clan Vihnmes would generally work in:&#039;&#039; &#039;&#039;&#039;Cargo, Bartending, Counseling&#039;&#039;&#039;&lt;br /&gt;
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===== Clan Ozeuoi - The Architects =====&lt;br /&gt;
&#039;&#039;&#039;“Whatcha need fixed?”&#039;&#039;&#039;&lt;br /&gt;
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Strong and hardy, the Ozeuoi survive by pure ingenuity alone. What they lack in common sense and tact, they more than make up for in ability to cobble together scraps to create formidable creations. They live in relative seclusion from the other wasteland clans, owing to their overuse of turrets, traps and walls spanning miles of irradiated sand.&lt;br /&gt;
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They make short work of Punished raids, by means of dispatching it before it even reaches their first set of gates. Not quick to make friends, but ultimately wanting to expand eventually, the Ozeuoi grow their numbers by recruiting retired Reclaimers, in exchange for handling the repairs of their massive Landcrawlers.&lt;br /&gt;
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&#039;&#039;Unathi from clan Ozeuoi would generally work in:&#039;&#039; &#039;&#039;&#039;Engineering, Science&#039;&#039;&#039;&lt;br /&gt;
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=== Gawgaryn of the Northern Wasteland ===&lt;br /&gt;
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The Gawgaryn raider groups of the Northern Wasteland are generally smaller, but better-equipped. Due to the more modernised state of the Hegemony prior to the Contact War, the equipment they have been able to salvage, purchase or steal is generally of better quality. Far more of the Northern Wasteland Gawgaryn are equipped with trucks, motorcycles or cars, which have allowed them to traverse the Wasteland effectively. In addition, the bounty hunting industry of Camp Integrity has led many a hunter to their doom at Gawgaryn claws, which has provided them with increasingly higher quality weaponry and armour. &lt;br /&gt;
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The most notable achievement of the Northern Gawgaryn was an attack launched on Camp Integrity in 2452. A group of five Gawgaryn warriors scaled the walls of Camp Integrity under cover of night, and launched an attack on several trade shuttles from the Sol Alliance. Seizing these shuttles, they forced the human pilots at gunpoint to pick up hundreds of Sinta from across the Wasteland and assisted them in fleeing the Wasteland of Moghes to find new homes across the Spur, with many of them seeking asylum in the newly-established Republic of Biesel. The five Gawgaryn were denied asylum, and returned to the Izweski Hegemony, where they were sentenced to death. To those Unathi who escaped the Wasteland thanks to their actions, they are remembered as heroes.&lt;br /&gt;
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=== Ruins of the Northern Wasteland ===&lt;br /&gt;
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The Wasteland is scattered with ruined cities, towns and villages, and groups like the Reclaimers often prosper off scavenging the bones of the pre-Contact Sinta. However, there are some ruins of unique importance among the Northern Wasteland, which have achieved legendary status among the clans that survive in the blasted and radioactive desert. &lt;br /&gt;
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==== Dead Guzari ====&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Oh, Guzari. Take my advice, friend. Better off having another drink, and putting that place out of thought. It festers in a Sinta&#039;s mind like rot, until they wind up another one of the ghosts walking its streets.&amp;quot;&#039;&#039; -Azkohi Vihnmes, proprietor of a bar in Canyon City&amp;lt;/center&amp;gt;&lt;br /&gt;
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The city of Guzari was once a powerful and wealthy region, sitting upon the shores of the vast Guzari Sea. While much of the region to the north of Guzari was too cold for Sinta habitation prior to the invention of electric heating systems, the city had stood for centuries, making its wealth from the fish of the Guzari Sea’s icy waters. When the Contact War came, Guzari lent its wealth and power to the Traditionalist Coalition - and according to rumours traded by scavengers, it was the heart of the Coalition’s nuclear program. While this has never been confirmed, Guzari was one of the first targets destroyed by the Izweski during the nuclear exchange, and scavengers still whisper of hidden Traditionalist missile silos beneath the freezing waters of the Guzari Sea. &lt;br /&gt;
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Now, however, Guzari is a shattered ruin, looming on the skyline of the Northern Wasteland. Despite the undeniable wealth of the city pre-Contact, it remains largely untouched by scavengers, and few have ever walked the shattered streets of the city and returned alive. Not even the few animals that survive the Wasteland will go near the streets of Dead Guzari, and the few scavengers who have returned have all died shortly afterwards. What horrors lurk in Dead Guzari remains the matter of idle speculation, though the most popular story is that, in his final moments, the Lord of Guzari struck a bargain with dark spirits, offering the souls of his people in exchange for a terrible curse being placed upon his lands - for if he could not have the wealth of Guzari, he would ensure that no other would ever take it. Other, more practical Sinta merely suspect that the area is still highly radioactive, perhaps due to Traditionalist nuclear research being conducted there. Still others believe that Dead Guzari is nothing but a ruse, and that the people of the city survive still, using the guise of a dead and ruined city to keep away outsiders while preparing to take their revenge on the Hegemony, and bring about a second nuclear war to Moghes.&lt;br /&gt;
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Despite its reputation, it does still draw in the brave, the foolish and the insane, who set out for the ruins of Dead Guzari in hopes of retrieving the fabled treasure of the dead city. Among scavengers of the Wasteland, the expression ‘bound for Guzari’ is often used to describe a Sinta as mad or foolhardy - the exact sort of Sinta that are drawn, almost subconsciously, to the broken skyscrapers of the cold north, and whatever secrets lurk beneath them.&lt;br /&gt;
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==== Fallen Mountain ====&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Fort Azarak stands among fallen among death perpetuates honor of what is gone and is not here and perpetuates honor of Fort Azarak stands...&amp;quot;&#039;&#039; -An excerpt from the strange radio signal broadcasting from Fallen Mountain&amp;lt;/center&amp;gt;&lt;br /&gt;
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To the south, along the edge of the Zazalai Mountains, lies the ruin known to the Wastelanders as Fallen Mountain - once known as Fort Azarak. During the Contact War, Fallen Mountain was home to a Traditionalist missile silo, which launched one of their first strikes against the Hegemony. The Izweski have offered a large reward to any who can reclaim the data from Fallen Mountain, to finally understand how the Traditionalists were able to assemble their nuclear arsenal so quickly - but so far, none have been successful. It is said that on a clear night in the Wasteland, one can hear the strange and nonsensical radio broadcasts of Fallen Mountain&#039;s distress beacon, echoing out across the radioactive sands. Whether some broken piece of pre-War technology, spirits of the dead calling for their release, or a trap set to lure treasure hunters to their doom, the radio signal has acquired a near-mythical status among wanderers of the Wasteland.&lt;br /&gt;
&lt;br /&gt;
Fallen Mountain is a highly fortified military structure - one of the most imposing fortresses the Coalition ever constructed, and it is not empty. While the identity of the Sinta who hold the Mountain now is unknown, the most popular theory is that they are a group of Coalition holdouts, led by a lord who refused to surrender and vanished into the radioactive dust. Whatever the case, the answers to how the Traditionalists - who had little to no nuclear research pre-Contact - gained access to the vast number of nuclear weapons they deployed during the Contact War may be found within its depth. Aside from the bounty, scavengers tell stories of the secrets that may be hidden there - advanced Skrell or human technology, lost treasure of Coalition lords, Aut’akh cultists practising their dark rituals - or an empty bunker, and a swift death.&lt;br /&gt;
&lt;br /&gt;
== The Eastern Wasteland ==&lt;br /&gt;
&lt;br /&gt;
The Eastern Wasteland of Moghes is by far the larger region, spanning from the Zazalai Mountains to the Torn Cities. Nearly all of the Eastern Wasteland was part of the Traditionalist Coalition during the Contact War, and this is reflected. While the clans of the Northern Wasteland may not like the Izweski, they are rarely outright hostile to their efforts - in the Eastern Wasteland, however, resentment of the Hegemony is near-universal, and almost all the Wastelanders of this region remember the wounds of the Contact War all too well. However, the Izweski have still worked to reclaim this region - though with considerably less success than their efforts at Camp Integrity in the north. &lt;br /&gt;
&lt;br /&gt;
=== Hegemony Outposts ===&lt;br /&gt;
&lt;br /&gt;
There are two Izweski outposts within the Eastern Wasteland - Camp Izweski’s Honor and Camp Sk’akh’s Glory. Both of them are mid-size military outposts, with very limited civilian support populations compared to Integrity. Neither of them yet have extensive terraforming work, with a small population of K’laxan geoengineers having been deployed to Camp Izweski’s Honor in recent years. &lt;br /&gt;
&lt;br /&gt;
==== Camp Izweski&#039;s Honor ====&lt;br /&gt;
&lt;br /&gt;
Izweski’s Honor’s primary purpose is defensive - it exists to give early warning and defend the western border of the Southlands against incursions from the Wastes. As the Southlands’ resources are stretched increasingly thinner, the Izweski forces garrisoned there have been worn down increasingly, fighting against Gawgaryn and other raider clans attempting to pillage what little habitable land Lord Eizde still has at his disposal. &lt;br /&gt;
&lt;br /&gt;
In 2463, the Hegemon ordered a detachment of K’lax engineers from the brood of Vetju to Camp Izweski’s Honor, at the request of Overlord Miazso. The hope is that the advanced technology of the K’lax will have similar results there as it has in the north, and that the land surrounding Teht can be restored before the city’s situation becomes unsustainable. However, due to the harsh conditions, worsening famine, and vicious Gawgaryn attacks, the terraforming progress at Camp Izweski’s Honor has stalled almost entirely, only having reclaimed a few miles surrounding the camp. &lt;br /&gt;
&lt;br /&gt;
==== Camp Sk&#039;akh&#039;s Glory ====&lt;br /&gt;
&lt;br /&gt;
Camp Sk’akh’s Glory, located near the western edge of the Eastern Wasteland, is a much more aggressive outpost - its primary purpose is pacification of the highly dangerous area. The warriors of Sk’akh’s Glory are tasked with eliminating Gawgaryn, raider clans, and other forces that pose a threat to Izweski reclamation efforts. Due to the hostile nature of the Eastern Wasteland, Sk’akh’s Glory is by far the most dangerous of the Hegemony’s outposts - casualties are high, and many soldiers view being sent there as a death sentence. &lt;br /&gt;
&lt;br /&gt;
Currently, the Hegemon’s plan is to stabilise the region surrounding Sk’akh’s Glory first, before terraforming can begin in earnest. However, due to the animosity of the Wastelanders, this effort has not had much success - while many small raider clans have been destroyed, the Gawgaryn still threaten the region, and the warriors of Sk’akh’s Glory do not have the manpower necessary to keep it secure. &lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms of the Eastern Wasteland ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference. These are the remains of the crumbling kingdoms that once fought against, or for the Izweski&#039;s dominion, and simply can fight no longer. Some of the myriad kingdoms that fought with the Coalition still persist in the East, though most of those known to the Hegemony have knelt to the Izweski following the end to the nuclear exchange.&lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. More information about the Queendom can be found [[The Queendom of Sezk-Hakh | here]]&lt;br /&gt;
&lt;br /&gt;
=== Other Havens ===&lt;br /&gt;
&lt;br /&gt;
The majority of the Reclaimer clans can be found within the Eastern Wasteland, with three known crawlers currently operating in the region - The Thos’kar, the Hu’maz and the Kikata. &lt;br /&gt;
The Thos’kar is a newer crawler, having been somewhat recently constructed from salvage operations in the ruins of Thos’karum. Most of the Thos’kar’s crew come from the clans of the crawler Kesh’ka, which was destroyed by a Gawgaryn attack in late 2462. Over the past three years, they have been refitting their crawler with aid from other Reclaimers, and given it a new name in honour of the dead city from where most of their replacement parts came. &lt;br /&gt;
&lt;br /&gt;
The Hu’maz largely trades with the cities of the Broken Coalition, and has maintained a semi-stable route in the region. Many of their warriors are currently serving in the Darakath City Watch or Lord Gwarlza’s personal levies, to reinforce his ambitions for the city’s future. &lt;br /&gt;
&lt;br /&gt;
The Kikata largely travels up and down the coast of the Moghresian sea, trading with the Sinta of the Torn Cities, the rare group of Gawgaryn raiders, and on occasion, the warriors of Camp Izweski’s Honor. It is rumoured that Lord Eizde of Teht has also hired the Reclaimers of the Kikata to assist in recovering texts and computerised data lost during the Contact War, a task to which they are uniquely well-suited. &lt;br /&gt;
&lt;br /&gt;
=== Gawgaryn of the Eastern Wasteland ===&lt;br /&gt;
&lt;br /&gt;
The majority of Gawgaryn forces are concentrated in the Eastern Wasteland, with the Izweski believing that the Lost Son himself issues his orders from somewhere in this region. While the groups in the Eastern Wasteland are larger than their northern counterparts, they are generally worse-equipped, relying on scavenged Traditionalist equipment, thrown-together makeshift weapons, and whatever they are able to steal from unfortunate Hegemony patrols. &lt;br /&gt;
&lt;br /&gt;
There are two main groups of Gawgaryn in the Eastern Wasteland - one that roams in the northwest, near the Torn Cities and the edge of the Tza Prairie, and one in the south near the Broken Coalition. The southern group of Gawgaryn, while spending most of their time raiding supply convoys bound for Sahltyr, have inadvertently had some of the greatest success in ecological preservation, having domesticated several of the wild herds of hegeranzi found on what was once the Vharzk Steppes. These Gawgaryn are known for their skill in mounted combat, and many overconfident supply shipments have met their end at the hands of Gawgaryn riders, fighting in the same way that their ancestors fought for millennia. &lt;br /&gt;
&lt;br /&gt;
The group near the Tza Prairie largely takes advantage of the state of the Torn Cities, often attacking smaller settlements along the coast for food or supplies, and occasionally striking into the lands near Kutah. This has roused the anger of Overlord Hutay’zai, who has sent his levies in several expeditions into the Eastern Wasteland in the hopes of finally eradicating the Gawgaryn who continue to raid his lands. For now, however, he has had no luck in destroying them, and they continue to prove a menace to the Tza clans on the southern side of the mountains. &lt;br /&gt;
&lt;br /&gt;
=== Ruins of the Eastern Wasteland ===&lt;br /&gt;
&lt;br /&gt;
The ruins that dot the sands of the Eastern Wastes are too many to count, with hundreds of Traditionalist settlements lying abandoned and ruined following the Contact War. Reclaimers, Gawgaryn, and other Wasteland clans all work to pick these ruins clean - however, there is one site of particular note. The ruins of Thos’karum are a treasure trove for Wastelanders, which have remained largely unscavenged until recent years.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Thos’karum was once a Traditionalist industrial powerhouse - it was often jokingly said that on a clear day the smoke from Thos’karum’s factories could be seen from Chantarel. As an important production centre for the military forces of the Traditionalist Coalition, it was targeted by the Izweski early in the war, before the nuclear exchange. The city was attacked by the Hegemony in force, with a Sky Behemoth deployed alongside their armies. While they were able to rout the Traditionalists with the aid of the fearsome airship, Thos’karum’s anti-aircraft weapons were able to bring the Behemoth down, causing it to crash. Without the aid of the Sky Behemoth, the Izweski could not hold the city that they had taken - and so instead Thos’karum was burned, every target of strategic value destroyed before the Traditionalist armies could retake the city. &lt;br /&gt;
&lt;br /&gt;
Though the forces of the kingdom worked to rebuild, Thos’karum would never recover. Though it was not struck by nuclear weapons directly, the devastation and fallout from the nuclear exchange led to the city being abandoned. For years, it was left largely untouched by scavengers - while it had some supplies, most of the valuable salvage had already been destroyed by the Izweski during the Contact War. &lt;br /&gt;
&lt;br /&gt;
In 2462, however, this changed, as a group of Gawgaryn raiders were able to bring down a Reclaimer crawler near the outskirts of Thos’karum. Sabotaging its treads with explosives, the hegeranzi-mounted raiders were able to board the crawler, and after fierce fighting, emerged victorious, taking what they could and leaving the crawler a wreck. Through this adversity, however, the Reclaimers did what they did best and adapted - the survivors setting to salvaging the ruins of Thos’karum, and finishing some of the rebuilding. Since then, they have put the factories to work where they can and scrapped them where they cannot, working on not just rebuilding their crawler, but tearing it apart and creating a newer and better one, named the Thos’kar. While the Thos’kar is not yet finished, its crew have received aid and supplies from both the other Reclaimer crawlers of the region, and other Wastelanders hoping to prosper from the restored crawler. Whether the Thos’kar will set out for revenge, or simply continue on its way, is difficult to tell - though scout reports have stated that it seems to be far more heavily armed and armoured than its predecessor.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Torn_Cities&amp;diff=38627</id>
		<title>Torn Cities</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Torn_Cities&amp;diff=38627"/>
		<updated>2026-02-23T23:14:03Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[File:Torn-Cities.png|The region known as the Torn Cities, or sometimes Kopesk States, and its surroundings.|thumb]]&lt;br /&gt;
= Overview =&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;The Kopesk States have been broken, burned, torn apart in their entirety. We have saved our land and people with this surrender, but we have cast our souls to damnation.&amp;quot;&#039;&#039;&lt;br /&gt;
-Excerpt from the final writings of Korza Azkeri, a prominent Kopesk shaman and Grand Herald of Tak. Written shortly before his execution.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Torn Cities are a region stretching along the western coast of the Moghresian Sea, along a thin stretch of coastline that was not rendered uninhabitable by the Contact War. Once, they were the States of Kopesk - a loosely affiliated league of prosperous fishing city-states, known for their opulence and wealth. During the Contact War, the Kopesk States surrendered to the Izweski shortly before the fall of Darakath. Their Leaders, as leaders of the traditionalist coalition at the time, were executed, and new ones appointed. However, unlike the rest of the Traditionalist Coalition, the Torn Cities were not ruled by noble clans. Instead, the Kopesk States were a theocracy, ruled over by shamans of the local variation of Th’akh. However, following the Contact War, they are shadows of their former self, struggling against Gawgaryn raiders from the Wasteland and struggling under the weight of the ongoing famine. Izweski governors of the region have been appointed, and the shamans of the Kopesk Th’akh way have largely fallen into obscurity as the Sk’akh Church has worked to spread their beliefs into the Torn Cities. However, in recent years, a new prophet has arisen, attempting to revitalise the old faith - and seemingly succeeding. &lt;br /&gt;
&lt;br /&gt;
The Torn Cities have, historically, not had noble clans, with power being concentrated in the shamans instead. Following the end of the Contact War and the collapse of the Kopesk Church, the Hegemony has appointed their own nobles to govern the region. Largely, these Izweski governors have a poor understanding of their new lands, and are generally viewed with apathy at best and animosity at worst by the locals. For this reason, Watchmen, Levies, and other military/enforcement positions within the Torn Cities are given to non-native bannermen. While none of the locals have cared enough to act against them, rumours of a messianic figure rising along the coastline may shake the Izweski’s grasp of the region.&lt;br /&gt;
= Culture =&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;The seas provide.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Common proverb in the Torn Cities, frequently used as a greeting among the population&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:A broken buildi 1-transformed.png|200px|The wreckage of the contact war dots the coast of the Torn Cities.|thumb]]&lt;br /&gt;
To the Kopesk Sinta, the oceans are the source of all life. Fishing is where the wealth of the Kopesk States once came from, and remains the primary source of food and income for the region. The Fishing League, as a consequence, holds great power in the region, having guildhalls in each of the Torn Cities - though many of these have been downsized significantly following the Contact War, as the cities can no longer support such a large population, and the Moghresian Sea’s fish supplies are growing increasingly sparse. Aquaculture remains the primary industry of the Torn Cities, and their fishing flotillas are still some of the more impressive on the Moghresian Sea. However, as the Hegemony is still gripped by famine, more and more of their fish is taken by the Izweski to be redistributed to regions suffering more - a state of affairs that has angered many of the locals, and is rapidly straining the popularity of the Izweski governors. The affinity for aquaculture combined with their religious tendencies has led to the Sinta of the Torn Cities being known as diligent, highly religious, and hardworking individuals, often being mocked for their superstitions by Unathi from other regions of Moghes. Sinta from the Torn Cities are used to a day of hard labour, and are willing to do almost any task, for the right price.&lt;br /&gt;
&lt;br /&gt;
The oceans are sacred and to be protected in the eyes of the Kopesk. Thus, routine prayers are observed before meals, especially those including the ocean&#039;s holy bounties. Any time guildsmen were to reap profit from the sea, it would only be done after a proper prayer to appease the spirits of the ocean for taking from it. Nothing was to be wasted from the sea, and thus bones were ground and used as compost for plants in aquaculture, or even turned into divining items; scales were often stripped and incorporated into trinkets after a proper blessing was laid on them; the organs of fish were prepared and eaten alongside the meat, unless they were poisonous. Knowing these practices was required for any guildsman working with aquaculture, the ocean, or even just preparing food; not knowing and reciting them could result in licensing for these jobs being revoked within the Torn Cities. Despite being viewed as sacred, the Sitna of the Torn Cities are not above doing what they wish to the oceans in some ways. While pollution of the waters is considered a grave sin and crime, issues such as overfishing, commercial fishing, and large amounts of trapping threaten the ecosystem of the ocean floor. Recently amongst the more enlightened Sinta of the Cities there has been a campaign to stop these destructive habits, now enforced by law due to the famine currently facing Moghes, which has only strained the feelings of the peasantry more harshly, as they see no issues with the practices they’ve used for generations.&lt;br /&gt;
&lt;br /&gt;
Aside from the Fishing League, the Merchants’ Guild has historically held several assets in the Kopesk States, having often facilitated much of the region’s trade with the Hegemony prior to the Contact War. With expansion into alien markets, and trade having dried up in the Torn Cities, the Merchants’ Guild has downsized its operations in the region heavily, though one guildhall in Sai remains open. The Construction Coalition has also been hired extensively in the past by the Kopesk Church, building several of the grandest temples and holy sites of the local variety of Th’akh. Several of their guildhouses remain open in recent times, though most of their work now is maintenance and reinforcement of the Cities’ walls, their last line of defence against raiders from the nearby Wasteland. &lt;br /&gt;
&lt;br /&gt;
Following the Contact War, Sinta of the Fighters’ Guild have found steady employment in the Torn Cities, guarding their western border against Gawgaryn incursions. Several new guildhalls have been opened in the region, and many young warriors from the Cities flock to the Guild as a way to prove themselves and earn decent money, especially as overfishing takes its toll upon the waters of the Moghresian Sea. However, these Guild mercenaries have often had to compete with mercenaries from the nearby Reclaimer Clans, who have offered their services across the Torn Cities for securing them against the vicious incursions of the Wasteland. &lt;br /&gt;
== Education ==&lt;br /&gt;
Before the advent of widespread schooling, the Sinta of the Kopesk States were known for their high levels of education - prior to the Great Endeavour of the Sarakus Hegemony, they were one of the only regions where the vast majority of the population were literate, leading to an oddly conflicted stereotype of the region&#039;s Sinta being both superstitious and scholarly. Even today with more widespread education, the well-established school system is largely better than the average peasant&#039;s education in most regions outside of the Izweski Heartland and urban centers of the Untouched Lands. Though the fall of the Kopesk Church has hampered the system somewhat, it largely persists similarly to how it did prior to the Contact War, though with a reduced focus on the religious aspect of schooling.&lt;br /&gt;
&lt;br /&gt;
The standard curriculum of a Torn Cities education lasts for eight years, from the ages of six to fourteen. It covers literacy in Sinta&#039;Unathi, though prior to the Contact War Sinta&#039;Azaziba was also taught, and remains the language of choice among older Kopesk Sinta. It covers basic numeracy, the theological foundations of Kopesk Th&#039;akh, the history of the region and a cursory examination of wider Moghresian history where it impacts the region, usually focusing on the period following the fall of the Sarakus. More practical skills are also taught, with schools tending to specialize in specific skills for future trades. These religious schools also tend to have a strong focus on athleticism among Sinta of all genders, with swimming races being a popular form of competition among young students.&lt;br /&gt;
&lt;br /&gt;
Further education following this schooling period usually came in the ordinary Sinta way, learning on the job or as part of a Guild apprenticeship. However, for those Sinta who showed particular academic aptitude, they were often encouraged to pursue the life of a shaman, and to learn the ways of Kopesk Th&#039;akh from the church itself. This led to a culture with more social mobility than most regions - though power remained firmly in the shamans&#039; claws, any who applied themselves well could seek to join their number, however humble their origins.&lt;br /&gt;
= Faith =&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;The water gives me fortitude, The wind gives me swiftness, The lightning gives me strength, And the life in the depth drives my blade.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-The Ocean&#039;s Chant, a battle-prayer spoken by the Storm Heralds of Kopesk Th&#039;akh before combat&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Torn Cities were once nearly entirely Th’akh - now, many of the regions have fallen into agnosticism or atheism, turning away from the traditional beliefs of the region. However, despite efforts, other faiths have not been easily able to replace this. Sk’akh’s spread to the region is highly limited, and the rare Si’akh groups largely come in the form of refugees from the Wasteland, who have difficulty in spreading their ideas among the locals. Though it is a shadow of its glory, Kopesk Th’akh remains the only faith to exist at any significant level across the Torn Cities. &lt;br /&gt;
&lt;br /&gt;
The shamans of Kopesk Th’akh were very different from other Th’akh shamans across Moghes - while traditionally, Th’akh shamans held a largely spiritual position, the shamans of the Kopesk States held positions equal parts political and religious, operating in a fashion more similar to the Sk’akh Church than to other Th’akh sects across Moghes. Quite literally the &amp;quot;Harbingers of Tsunamis&amp;quot; in Sinta&#039;Azaziba, the common shamans or Storm Heralds of Kopesk Th’akh were usually chosen as children. Children that had unnatural birthmarks or discoloured or rare azure scales were indoctrinated and trained from a young age to know the faith inside and out. By the time most are 14, these children seen as being &amp;quot;blessed by the sea&amp;quot; had matured enough to a point to become Kopesk shamans, despite not being legal adults among most of Moghes.&lt;br /&gt;
&lt;br /&gt;
On top of their normal duties as shamans, Storm Heralds had many other auxiliary duties. Shamans of this variety were often consulted by rural farmers when weather reports seemed unsure of their outcome. The blessing of a shaman was an unspoken requirement before someone took to the seas by boat. Storm Heralds were also consulted and sought out whenever large quantities of products are gathered from the sea, for an extra blessing over the harvest and to prevent spirits from becoming misaligned for these actions. These priests got their name from olden days; Storm Heralds used to play a vital role in predicting or even subverting the &amp;quot;Ocean&#039;s Wrath,&amp;quot; which were usually seen through the three forces or outlets of energy from the seas: air, lightning, and water. Natural events such as lightning storms, hurricanes, tsunamis, and flooding were all under a Storm Herald&#039;s purview to try and prevent. The role of predicting these storms became exceedingly uncommon for them before the Contact War as modern technology largely helped predict whenever storms would pass. However, Storm Heralds in the Torn Cities try to predict whenever these events might occur through divining means, or trying to fend them off through daily, strenuous rituals. It has even been claimed recently Storm Heralds have protected Wasteland settlements from lightning storms and tornadoes, though no recorded proof outside witness testimony is found, especially in the Izweski Hegemony.&lt;br /&gt;
[[File:TornCities-3.png|200px|The people of the torn cities worship the ocean, and all the bounties it provides.|thumb]]&lt;br /&gt;
In the Kopesk States, most citizens were not allowed to vote. It fell under the role and responsibility of nearby Storm Heralds to vote in their stead towards the High Tranquillity: the head of the Kopesk Church. The Church appointed people to govern cities, organisations, and bureaucratic functions as they themselves kept their rule to a broader scale, like a federal government ruling over individual states.&lt;br /&gt;
&lt;br /&gt;
Most of Kopesk Th&#039;akh follows the doctrines of the Th&#039;akh religion, with some notable deviations. The Kopesk believe prosthetics do not inherently maim the soul. They still retain the notion Aut&#039;akh are heretical due to claiming the flesh should be replaced. Generally, however, Dramos&#039;krutii advocates that prosthetics should incorporate reclaimed metal from the seas of Moghes as it is blessed by the ocean&#039;s power, should an Unathi need it.&lt;br /&gt;
They also believe religion should influence governmental policy. A lack of morals from traditionalists and Izweski alike is what caused the Contact War to become so dishonourable; they maintain the fact that their nation&#039;s bidding in the war and before was as perfect as it could get for Unathi.&lt;br /&gt;
&lt;br /&gt;
Nature should be heavily preserved in the eyes of these Unathi. Those that follow this religion often have negative opinions of corporations like Hephaestus Industries for destroying Ouerea, or the former Coalition for dropping the first nuclear weapons and sparking the catalyst for destroying most native life on Moghes.&lt;br /&gt;
Burial rites are largely replaced by aquatic burials. As all things have come from the sea, all things should find their way back to it. This can be any ocean or sea, not just the ones on Moghes. The rest of the burial rites remain similar to Th&#039;akh.&lt;br /&gt;
&lt;br /&gt;
The creation myth for Kopesk Th&#039;akh is a tale of the universe being a vast sea, devoid of life and light. The spirits constantly squabbled and bickered to pass the time. The first acts of creation came when spirits mingled with one another, the best of the lot turning into stars to shine light in the void. Then, more congregated to form other things in the cosmos, populating it with planets, each with water and land. The rumour goes that even in their new physical forms, the spirits still bicker; natural disasters like hurricanes, earthquakes, and lightning storms are attributed to the fact that the spirits inhabiting the world are fighting. These primordial ghosts eventually evolved back into a semblance of life, and their squabbling began anew as these animals hunted one another, the plants grew and competed, and the first Unathi grew and were shaped in the image of the spirits.&lt;br /&gt;
The Kopesk have rituals they consider and observe that distinguish them notably from other Th&#039;akh worshipers.&lt;br /&gt;
The prayer of bounty is observed and done before and after a meal, which is usually a quick verse to thank them for the spirits giving up form to put food before a unathi. This is almost entirely universal among this religion. It is seen as extremely insulting to a unathi if someone does not do this prayer before that unathi eats. As a result, unathi often mutter this prayer quickly for meals served to those who do not share the faith, much to the confusion of other species or even other religions.&lt;br /&gt;
&lt;br /&gt;
The renowned ocean&#039;s chant gained a lot of fame for being a commonly muttered word by the Marine Messiah and his closest followers. In the now dead dialect of Sinta&#039;Azaziba, Storm Heralds use this prayer before they or someone they are blessing goes into battle or a duel. Some witnesses report a &amp;quot;tempest wind kicking up&amp;quot; with storms not too far behind them. Translated, it is usually spoken like so:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
The water gives me fortitude,&lt;br /&gt;
&lt;br /&gt;
The wind gives me swiftness,&lt;br /&gt;
&lt;br /&gt;
The lightning gives me strength,&lt;br /&gt;
&lt;br /&gt;
And the life in the depths drives my blade.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
== The Marine Messiah ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;He who lightning will not burn,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;He who waters will not drown,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;He who speaks and calms the storm,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;He who returns to us the truth and the way.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-A description of the Marine Messiah, found painted on a wall in Sai.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Born as &#039;&#039;&#039;Nzra Vindek&#039;&#039;&#039; in 2437, the Marine Messiah was a frail child that had been blessed with azure scales. The Vindek clan of Sai, a small rural clan, continued the old ways of aquaculture, living life as a quiet clan. They became rustboys of a different variety after the war: the sea shores were privy to scrap metal, which was reclaimed by the Vindek as they cleared out their fish dens, that they sold to the Hegemony for profit.&lt;br /&gt;
An outing of three siblings, Nzra, his brother and his sister, made their way out to sea on a smaller boat to collect scrap floating in. However, the vessel was accosted by powerful spirits, or so the story goes. After thought to be long dead, Nzra washed up on the shore two days later, the rowboat intact. Barely alive, it was seen to already be a miracle of the spirits above. The recovery having finished though, Nzra started to speak strangely, claiming the sea had spared him to spread its message. He spoke vastly of former Kopesk Th&#039;akh beliefs, such that the family and neighbours never exposed him to. It was said that this knowledge was instilled in him by the spirits, to help revive the rightful religion.&lt;br /&gt;
At just the age of 11, Nzra took on the last name of Dramos&#039;krutii, or &amp;quot;Storm Calmer.&amp;quot; Due to the lack of proper Storm Heralds, the Marine Messiah has taken to travelling the Torn Cities to find disciples and train them as a new generation of Kopesk shamans. He has retained a following of seven though that he trusts as his closest that journey with him through the Wasteland.&lt;br /&gt;
Only recently in the Hegemony has his existence come into the limelight, though, as previously his time in the Torn Cities made him isolated and far off. The influx of trading with the Hegemony, in addition to word of the miracles he has performed, helped carry his message beyond the Izweski walls.&lt;br /&gt;
&lt;br /&gt;
= Holidays =&lt;br /&gt;
Given the highly religious nature of the region, most holidays are focused largely on Kopesk Th’akh, and the veneration of the ocean and its spirits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sea’s Bounty:&#039;&#039;&#039; Traditionally held towards the beginning of Kasavakh, this festival is a time of celebration as the fishing season picks up, thanking the spirits of the oceans for the bounty that they grant to the Kopesk States. Traditionally, the Storm Heralds of a city would lead its residents at sunrise in a prayer of thanks to the spirits of the Moghresian Sea, before the rest of the day was spent indulging in celebration and feasting. While the Storm Heralds are a largely defunct organisation in the modern day, the traditions continue, and wherever the Marine Messiah or his disciples are found they will seek to lead the faithful in this ceremony. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day of Storms:&#039;&#039;&#039; A sombre ceremony, the Day of Storms is a day, usually held early in Travakh, where the population of a city will make sacrifices to the spirits of wind and wave, to appease them and grant good fortune to the city’s fishing fleets. Traditionally, the Storm Heralds would lead their city’s population to the waterside, where they would cast coin, food, or offerings of personal importance into the Moghresian Sea. This ceremony has largely fallen out of practice with the fall of the Kopesk Church - though again, the Marine Messiah seeks to revive it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armistice Day:&#039;&#039;&#039; A new holiday, which arrived following the end of the Contact War, in remembrance of the souls lost during the nuclear war. A mournful and quiet ceremony, practised among those who abandoned the faith and those who still keep to it, it is usually accompanied by seaside vigils, in the hopes that those lost in nuclear devastation will return from the depths some day&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Zazalai_Mountains&amp;diff=38626</id>
		<title>Zazalai Mountains</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Zazalai_Mountains&amp;diff=38626"/>
		<updated>2026-02-23T23:13:59Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“We are the Hegemon&#039;s shield, wretch. These mountains are littered with the bones of those who sought to break us. Bring your armies, and let them know Zazalai shall be their tomb.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-Lord [[Notable_Unathi#Clan_Lord_Juyzi_Izaku,_The_Maddened|Juyzi Izaku]], responding to demands that he surrender Mudki to the forces of the Traditionalist Coalition.&amp;lt;/center&amp;gt;&lt;br /&gt;
Spanning nearly the entirety of [[Moghes]], the Zazalai Mountains are a vital strategic position in the modern age. In the north, they separate the Northern and Eastern [[The Wasteland|Wasteland]] - and in the south, they divide the Eastern Wasteland from the Untouched Lands. As such, despite the difficulties of maintaining them, Hegemon Not’zar has worked tirelessly to ensure that the cities of the Zazalai Mountains stand as bastions against the Wasteland, to limited success. Historically, the Zazalai Mountains have been [[Izweski Nation|Hegemony]]-controlled, having been vassals of the Izweski since their ascent to power. While there is a vast distance between the three cities of the region, they remain at least nominally united by a common culture - though with the growing Wasteland placing increased strain on the cities of the region, it is uncertain how long that will last.  The mountains are cold and inhospitable, and most of the region’s population are concentrated in the cities, or the rare habitable valleys and lowlands that can be found in the range. In the modern age, with more and more of the mountains being lost to the Wasteland, most of the region’s population can be found in the mountains surrounding the city of Res’karum. &lt;br /&gt;
&lt;br /&gt;
The largest city of the Zazalai range, Res’karum was spared from atomic devastation during the [[Contact War]] by complete chance - the plane carrying the payload meant to destroy the city crashed into a nearby mountain, leaving the city untouched. Now, it is the last stop between the Untouched Lands and the Wasteland - and, given the state of things in Mudki and Bahard, it may soon be the last bastion of civilization in the mountains altogether. Currently, Res’karum is ruled by the Clan Yu’zath. The Lord Yu’zath is a competent ruler, and he has held his city together through the ashes of the Contact War, the ongoing famine, and the encroaching Wasteland. However, recent events have placed his city under threat, as refugees flood to the south from Mudki, fleeing the maddened and tyrannical rule of Lord Juyzi Izaku. As the situation grows ever more dire, the firebrand cult of Si’akh grows increasingly more popular among the Sinta of Res’karum, having recently become a majority in the city. While Lord Yu’zath remains staunchly Th’akh, some of the region’s nobles have embraced the teachings of Judiza Si’akh, and are placing pressure on their liege to convert as well.&lt;br /&gt;
&lt;br /&gt;
Mudki was once known as a mighty city, which turned back Traditionalist armies many times during the Contact War. However, when the Coalition failed to take the city for the third time, they abandoned it, and rained down nuclear fire upon the region. While Mudki was able to protect the city itself from nuclear devastation, all the surrounding region was turned into uninhabitable Wasteland. The rural clans of the area are nonexistent now, with all having either perished or fled - either to Mudki’s walls or to a safer city to the south. Seeing the city collapsing has driven its ruler, Lord Juyzi Izaku, to near-madness, and a fanatical level of traditionalism that even the old Coalition would have seen as absurd. Izaku claims that the Hegemon’s welcoming of aliens has corrupted the spirit of Moghes, and that so long as this contamination is allowed, the Wasteland will never be healed. Gawgaryn forces frequently raid the city, and Izaku’s levies seem unable to mount a proper defence. As this carries on, many of Izaku’s subjects have fled south towards Res’karum, leaving the city as a ghost town, built to support a population many times its size. Those few who remain, whether out of loyalty or fear, can see Mudki crumbling - and though none will admit it, lest the mad lord come down on them, it is clear that Mudki will die if Izaku continues to rule. &lt;br /&gt;
&lt;br /&gt;
To the south, on the border of the Eastern Wasteland, lies Bahard. The birthplace of the Merchants’ Guild and one of the oldest trading hubs on Moghes, the city was once one of the wealthiest in the region, said to rival even the greatest cities of the Izweski Heartland in its splendor. However, during the Contact War, it was also of great strategic importance to both sides, as it guarded several key passes in the Zazalai Mountains. During the war, the Traditionalists hoped to reduce the city to rubble - and while Bahard survived, it endures today as a shell of its former self. Surrounded by Wasteland, and only maintained by its subterranean aquifer, the city is expected to fall within the decade. While the city’s population that remains is hopeful as to the success of terraforming efforts, Lord Korhar, ruler of Bahard, has remained silent on the matter. Rumours about him say that his ancestors placed a curse on the city, as all who have opposed his clan have died or been crippled in some seemingly unrelated fashion. While this is a matter of suspicion around him, he is generally well-respected by his people - with some even holding hope that some ancient sorcery of the Korhar line will save Bahard. In 2464, a detachment of [[Vaurca Hives|K’lax]] scientists arrived to survey the city, and begin planning for terraforming efforts in the region - but it will take years before any large-scale efforts are ready to commence.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“My father died at his post upon this wall. My grandfather the same. Should I have a son, he will man this wall as I have, and he will know his duty - whatever comes, he shall face it as a man of Res&#039;karum.”&#039;&#039;&lt;br /&gt;
-Anonymous Res&#039;karum guardsman, on the night before one of the many assaults on the city.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Culture of the Zazalai Mountains ===&lt;br /&gt;
Since the earliest days of the Izweski Hegemony, the Zazalai Mountains have been known as a mighty wall, keeping those kingdoms who refused to bend the knee from launching any assault on the might of Hegemonic power. Their culture reflects this - the Sinta of the mountains are hardy and militaristic, for every man, woman and child has known for centuries that if and when war comes, their people will be the first to fight, bleed and die for the Hegemony. Though in the modern age the Izweski rule over Moghes is uncontested, the mindset persists, and many Unathi from the Zazalai Mountains have enlisted with the Izweski Navy or become Kataphract-Hopefuls, to continue the traditional role of their people in defending the Hegemony. Their loyalty to the Izweski is well-known and well-reinforced. In the centuries since the rise of the Hegemony, the Izweski have known the value of the natural barrier that the Zazalai Mountains formed, and have historically spared no expense in ensuring the loyalty of the Zazali Sinta. Since the Contact War, however, the ancient barrier of the Zazalai Mountains has become obsolete as a military point, as all that remains on the far side now is Wasteland - leading the Izweski to be both less able and less willing to provide as much assistance to the region as they historically have. Some of the locals view this as a betrayal - particularly those from the region around Mudki, where the rule of the maddened Lord Izaku has driven the city into disrepair, seemingly without intervention from the Hegemon.&lt;br /&gt;
&lt;br /&gt;
The mountains are cold and vicious, with the Unathi of the region having historically dressed in thick furs from the mountains’ various beasts. Most of their food comes from either hunting or fishing, with several mountainous lakes still existing in the untouched regions of the range. While, like most Sinta, they adhere strongly to the traditions of their ancestors, the Zazalai are above all else practical. If a new way of doing things is better, they will adopt it - and if not, it will be discarded. The mountains do not abide sentimentality. This mindset has led to the Sinta of Zazalai being stereotyped as stern, pragmatic and humourless by others. This is a misconception, however, as the Zazalai sense of humour is a particularly stone-faced and deadpan one.&lt;br /&gt;
&lt;br /&gt;
=== Bahard ===&lt;br /&gt;
Bahard is an oddity among the Zazalai Mountains, with the Sinta of the city breaking from many of the stereotypes of the wider culture of the range. For centuries, the Bahard Pass was one of the only safe routes between the Hegemony-controlled Southlands and the independent kingdoms of the east, and most trade between these nations was forced to route through the city. The wealth of both the Hegemony and the kingdoms that would later form the Traditionalist Coalition flowed through Bahard, bringing great wealth to both the city and its rulers. Even the commoners - the more advantaged ones, anyway - of Bahard were known for their wealth and propensity to display it - jewellery, armbands of precious metals and fine clothing were known as hallmarks of those from Bahard, even outside of the nobility. This has led to a wider stereotype of Bahard Sinta as ostentatious, greedy and vain, obsessed with their own appearances. As an old joke told on both sides of the mountains goes - “How do you know if a man is from Bahard? Give him a mirror and wait for him to look for a priest to marry the thing”.&lt;br /&gt;
&lt;br /&gt;
It is unsurprising, then, that the Merchants’ Guild can trace its origins to Bahard. The Guildhall of the city was the place where the modern institution was formed, and for many years served as its main headquarters. While it is now extinct, the purple mantles of guild members were originally dyed with the Korhar Blossom, a deep purple flower that once grew on the slopes of the Bahard Pass. However, the Contact War brought an end to these glory days, as trade across the mountains dried up. The Merchants gradually withdrew their efforts from the city, until the nuclear exchange brought the final death knell to the city. Many of those who remained in Bahard have never forgiven this, believing that while the Contact War crippled the city, it was the Merchants’ flight that truly doomed it. The Guild is hated now, and those who show their faces wearing the colours of the Merchants will be met with dismissal at best and outright hostility at worst. Following the bankruptcy of the Merchants&#039; Guild, the residents of Bahard, while not celebrating outright, have been known to express a sense of vindication - the Guild&#039;s betrayal of its homeland finally paid for.&lt;br /&gt;
&lt;br /&gt;
While its underground aquifer has prevented Bahard from facing the fate of most other cities in the Wasteland, its fisheries and farms are gone now, covered in radioactive sand and dust. The city’s grand buildings and palaces still stand, but every year more and more of them are empty as the population flees east into what remains of the Untouched Lands. The Sinta of Bahard still cling to their trinkets and finery, but the gold and silver is tarnished now, the fine clothes worn and tattered. While some, particularly among the older generations, still believe that the days of wealth and glory may return, whether by K’laxan science or Lord Korhar’s sorcery, but year by year the Wasteland spreads, and despair grips the city further.&lt;br /&gt;
&lt;br /&gt;
=== Res’karum ===&lt;br /&gt;
Res’karum was a city of middling importance prior to the Contact War - its military might was dwarfed by that of Mudki, and its economic power paled in comparison to that of Bahard. During the Contact War, however, this changed, as the plane carrying the bomb meant to destroy the city crashed during its approach, sparing the city and surrounding region from nuclear annihilation. Most of the range’s population in the modern day lives in Res’karum and the surrounding region, now the largest portion of habitable land in the Zazalai Range - and for many, the last safe place before venturing into the harsh sands of the Wasteland. &lt;br /&gt;
&lt;br /&gt;
Res’karum sits over a sheer cliff, dropping nearly one hundred feet. The River Kharai runs through the city, thundering off the cliff in an awe-inspiring display of natural glory. To many practitioners of Zazalai Th’akh, it is believe that the Falls of Res’karum are a site of great spiritual power, and it is said that on certain auspicious nights of the year, they act as a gateway between the earthly world and the realm of spirits, where Sinta with sufficient honour and courage may seek to venture into the ethereal realm and win their heart’s desire from the mighty Zyola of the mountains. Even outside of the city, the falls are considered one of the great natural wonders of Moghes, and often attracted wealthy tourists from across the planet to see them with their own eyes.&lt;br /&gt;
&lt;br /&gt;
The city’s population take great pride in the natural splendour of their home, and often take umbrage at how it has been packaged, sold and cheapened by the tourism industry. Low-quality souvenirs of the Falls and the mountains surrounding them can often be found in the Wasteland now, left and forgotten in the dust. One would think that the nuclear exchange would have diminished the tourism industry, but wealthy nobles from across the Hegemony will still make the trip by shuttle on occasion, looking to see the famed falls for themselves. &lt;br /&gt;
&lt;br /&gt;
Since the Contact War, the city has been stretched to the point of breaking, however. Refugees from the wider mountain range have fled to the region, and Lord Yu’zath cannot help them all - though some odd mixture of pride and kindness has led him to try anyway, enforcing harsh rationing that has only grown worse as the wider Hegemony undergoes famine. Many of the original population resent these refugees, viewing them as little more than useless mouths to feed leeching on the hard work of the locals - or, in the case of refugees from the eastern side of the mountains, enemies of the Hegemony who should receive no aid or succor from the Sinta of Zazalai. &lt;br /&gt;
&lt;br /&gt;
=== Mudki ===&lt;br /&gt;
Mudki was once known as the Shield of the Hegemony - a fortress-city spanning the northernmost pass of the Zazalai Mountains. In the Izweski War of Succession, where the Honoured Alliance took up arms against the upstart Izweski Clan, Mudki acted as a bulwark, serving as one of the key allies of the Izweski in securing control of the mountains, and it has filled that role ever since. During the Contact War, the Traditionalist Coalition’s forces tried and failed three times to take Mudki, before the nuclear weapons were launched to destroy what they could not capture.&lt;br /&gt;
&lt;br /&gt;
The Unathi of Mudki are known across Moghes as resilient, proud and quick to anger - firm friends, and terrible enemies. Their dedication to their duty is near-fanatical, and it is said that the warriors of Mudki will build barricades of their own dead before they surrender. Every tendency of the warriors of Zazalai was exemplified in Mudki, and for centuries it has had a reputation for producing some of the finest and best-disciplined soldiers in the Hegemony. Perhaps that stubborn refusal to break is why so many have remained there, even as the Wasteland consumes more and more of the lands around the city.&lt;br /&gt;
&lt;br /&gt;
[[New Blades Old Wounds Arc|In 2466, Lord Izaku of Mudki began a rebellion against the Hegemon]], believing that he had fallen under the malign influence of the Skrell. After a short campaign, the legendary walls of Mudki were shattered by an orbital barrage, leading to Izaku’s capture and execution, as well as great damage to the already-neglected city. Following the defeat of the rebels, Mudki was placed under military administration, and humanitarian workers arrived to work on restoring the city. Though it seems the Hegemon does not intend to abandon it, Mudki’s future remains uncertain.&lt;br /&gt;
&lt;br /&gt;
== Education ==&lt;br /&gt;
Education in the Zazalai Mountains is nothing out of the ordinary for Unathi - most of the region lacks a formal schooling system, with rural clans’ education traditionally being a combination of on-the-job learning for most practical tasks and basic literary and theological education - traditionally the duty of the local shaman or priest. The one exception to this, however, comes from the martial culture of the range. Traditionally, all Sinta men aged fourteen or older are required to train at arms, to a degree beyond the ordinary levels that levies elsewhere may have. Usually organised by the local Lord’s Claws, these young men are usually taken for several months when they are considered old enough and drilled in the basics of a modern Unathi army. They are also required regularly to practise these skills in their own time, so that whenever the next foes of the Hegemony emerge, the warriors of Zazalai may stand ready. &lt;br /&gt;
&lt;br /&gt;
In the urban centres, however, it is a different story. The Merchants&#039; Guild bankrolled a formal system of schooling in Bahard for nearly two hundred and fifty years, leading to a generally well-educated urban peasantry. Many of the graduates of these schools wound up becoming apprentices and later full-fledged guild members with the Merchants, and they were generally successful in their aim - creating a well-educated workforce for guilds such as the Merchants and Junzi Electric, which required a degree of education greater than that of the average Unathi when the system was first developed. &lt;br /&gt;
&lt;br /&gt;
Bahard was never truly one of the great academic centres of Moghes, paling in comparison to the universities of greater cities such as Teht and Skalamar. However, the education system of the city was much more widely available, with the members of the guild who operated it charging affordable fees, and offering loans to those who could not pay. This led to a generally well-educated populace in the city, and a large number of its citizens becoming workers in well-paying guilds. However, following the Contact War, the schools of Bahard are a pale shadow of what they once were without Guild investment - many of the buildings now stand empty and crumbling, and while the new generation still receives the education that citizens have come to prize dearly, teachers are few and far between, and the lack of Guild funding means that the schools have trouble maintaining themselves. &lt;br /&gt;
&lt;br /&gt;
While it is the warriors of Mudki who are most well-known, the city’s status as a bulwark against the foes of the Hegemony also led to the establishment of the Mudki Academy of Engineering in the year 1976. One of the oldest academic institutions on Moghes, many of the finest engineers of the Izweski Hegemony have graduated from its halls, and for much of its history it has been noteworthy as the rare university that accepted nobles and commoners alike. The Construction Coalition was a large investor in the Academy, and many of its members are graduates of the institution, including the current guildmaster. However, following the Contact War and the gradual ruin of Mudki, the Academy closed its doors in 2456, stating that they would reopen when the situation had stabilised. Nearly a decade on, and there is no sign that the once-honoured institution will return.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“King and Queen beneath the earth, grant to these two prosperity, good health, and long life. Let not the spirits of cold and howling wind touch them.”&#039;&#039;&lt;br /&gt;
-A prayer recited at Zazalai Th&#039;akh weddings&amp;lt;/center&amp;gt;&lt;br /&gt;
Prior to the Contact War, the region has been majority Th’akh, with both Res’karum and Mudki following the faith. Bahard was, and remains, traditionally Sk’akh. However, following the Contact War, the faith of Si’akh has caught like wildfire in the region, with Res’karum recently having become majority Si’akh. In Bahard, Si’akh remains a minority so far, though it is spreading among the increasingly desperate population of the city. In Mudki, the population is certainly desperate enough to listen to the words of Si’akh - but Lord Izaku will not abide it in his lands. While it is not outlawed by the Hegemony, followers of the prophet Si’akh are put to death, wherever Izaku or his men find them. &lt;br /&gt;
&lt;br /&gt;
The variety of Th’akh practised in the Zazalai Mountains is fairly similar to the standard form of the religion - however, the main regional pantheon is quite different. Divided between two rival forces of good and evil Zyola, known as the Stone Lords and the Cold Gods respectively, Zazalai Th’akh believes that peace will come to Moghes when the Cold Gods are driven out of this world entirely, and that only through the vigilance of Sinta can their influence be scourged. &lt;br /&gt;
&lt;br /&gt;
=== The Stone Lords ===&lt;br /&gt;
&lt;br /&gt;
==== Lord Azhal, King of the Mine ====&lt;br /&gt;
Gold and silver, coal and oil - Azhal is king of all wealth beneath the earth. He is known to be stern and unforgiving, yet always fair in his judgements. Stories about him are usually about some bold and arrogant hero venturing into his realm, deep beneath the ground, in search of treasure. The hero is faced with trials that humble him, and Azhal may grant him the treasure he seeks - but only if he believes the Sinta is truly worthy. He is depicted as a male Unathi with glittering silver scales clad in black, wearing a golden crown. &lt;br /&gt;
&lt;br /&gt;
==== Lady Kharai, Queen of the Waters ====&lt;br /&gt;
Mistress of the precious lakes and springs that give the mountains life, Kharai is the wife of Azhal. Where he is harsh and unforgiving, she is kind, and in many tales is the one who persuades him to show mercy to the hero. However, when her anger is roused, she is a terrible force to behold, causing drought and famine to plague those who have wronged her. It is said that her tears can cure even death, and she is often venerated by healers of the Zazalai mountains.&lt;br /&gt;
&lt;br /&gt;
==== Lord Iala, Prince of the Sword ====&lt;br /&gt;
A warrior through and through, Iala is the son of Kharai and Azhal. He wields a sword forged in his father’s underground realm, and is the one who leads the pantheon to war against the Cold Gods, when the season of war comes. He is portrayed in his tales as overconfident and bold, but an honourable and good-hearted warrior, who always tries to fix his mistakes. It is said that he takes the spirits of noble warriors to march with him in his host, to push the Cold Gods off their distant peaks and back into darkness.&lt;br /&gt;
&lt;br /&gt;
==== Lady Zalai, Princess of the Winds ====&lt;br /&gt;
Daughter to Kharai and Azhal, Zalai is the opposite of Iala through and through - where he is cocky, she is patient, and where he is straightforward, she is calculating. She often stands beside her brother during battles against the Cold Gods, and frequently is the one who leads her family to victory, by turning their enemies against one another, or tricking them in some clever fashion. &lt;br /&gt;
&lt;br /&gt;
=== The Cold Gods ===&lt;br /&gt;
&lt;br /&gt;
==== Vhesk, of the Empty Peaks ====&lt;br /&gt;
Vhesk is, in some versions of the tale, Azhal’s younger brother. It is said that the two agreed at the world’s creation on who would get the lands beneath the earth, and who would get the peaks of the high mountains. Vhesk chose the peaks, and felt cheated when his brother found the riches that the earth holds. Furious, he has tried many times to steal his brother’s kingdom, and will send avalanches and freezing winds to torment the Sinta of the peaks. He is primarily associated with dishonour, cowardice and envy.&lt;br /&gt;
&lt;br /&gt;
==== Xiaxa, of the Howling Storm ====&lt;br /&gt;
In some versions of the faith, she is Vhesk’s daughter - in others, a sister to Iala and Zalai who betrayed them, jealous of Zalai’s domain. She claims the winds as her own as well, but where Zalai is subtle she is furious and direct, sending tornadoes and howling storms to drive Zalai from the skies she calls her own. She is a vicious god, and will torment Sinta on the high slopes, hoping to kill them and claim their souls for her own. She is primarily associated with rage, treachery and cruelty. &lt;br /&gt;
&lt;br /&gt;
==== Aore, of the Endless Hunger ====&lt;br /&gt;
A monstrous spirit, barely even Sinta, Aore is used as a weapon of war by the other Cold Gods. It devours food, causing it to spoil, and is said to eat the souls of Sinta it finds wandering the spirit world. All that matters to it is filling its endless hunger, and it will return from death until it does so. It is believed that Sinta who turn to cannibalism have fallen to Aore’s influence. It is associated with greed, gluttony and waste.&lt;br /&gt;
&lt;br /&gt;
==== Jharal, of the Gilded Lie ====&lt;br /&gt;
A spirit of unknown origin, Jharal is known as a wanderer and a miscreant - often working with the Cold Gods, in the hopes of stealing Azhal’s treasure for themself. However, they will often betray the Cold Gods as well, as soon as the situation turns against them. They are said to be in love with Zalai, and she will often trick them into helping the Stone Lords out of some peril or another by exploiting this. They are associated with lustfulness, deceit and laziness.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
&lt;br /&gt;
=== Kharai’s Reverie ===&lt;br /&gt;
Held on the last day of Kasavakh, it is considered a day of thanks and celebration of Kharai’s gifts to the mortal world, before she rests until Versakh comes again. Gifts are often exchanged during the Reverie, and lovers will often sneak off to spend the occasion together, before the harsh cold of Travakh comes in.&lt;br /&gt;
&lt;br /&gt;
=== Iala’s Contest ===&lt;br /&gt;
A festival, often held in one of the larger cities of a region, where young men will travel from far and wide to test their skill and strength against others. These act as a form of marriage competition, with many seeking less victory, and more to prove themselves before likely young women. It is generally a boisterous occasion, full of laughter, drinking and good-natured duels which are, in the modern age, very rarely lethal. &lt;br /&gt;
&lt;br /&gt;
=== Vhesk’s Day ===&lt;br /&gt;
The only time of year when the Cold Gods are honoured, this day falls in the middle of Travahk, at its coldest point. For this day, offerings are made to Vhesk and the Cold Gods, to spare the Sinta from their wrath. It is considered extreme misfortune to speak at all during this day, and most clans will go about the day’s business in total silence. Hatchlings born on Vhesk’s Day are considered to be cursed, and in ancient times were often left to die rather than risking bringing misfortune on their clan. While that practice was outlawed under the Sarakus, Sinta born on this black day can rarely expect happy lives, as rumours of their cursed nature will spread. &lt;br /&gt;
&lt;br /&gt;
=== Gharakai (Merchants’ Welcome) ===&lt;br /&gt;
A holiday that is no longer celebrated, Gharakai was held near the start of Kasavakh in Bahard, to celebrate as new trade caravans came in from both east and west. Colourful banners would be hung, and a grand celebration would commence in the streets. But now the eastern gates are shut altogether, and no merchants come in from the west - and these days, when Gharakai comes is simply another reminder of the doom that grips the city.&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Broken_Coalition&amp;diff=38625</id>
		<title>Broken Coalition</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Broken_Coalition&amp;diff=38625"/>
		<updated>2026-02-23T23:13:54Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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[[File:Brokencoalition.png|thumb|The region now known as the Broken Coalition, and surrounding areas.]]&lt;br /&gt;
== Overview == &lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“You have made a ruin, and you call it peace, Izweski. May the spirits of my ancestors show you the same honour that you have shown us.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-Last words of General Mizak Azarak, commander of the Kingdom’s forces during the Contact War.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Broken Coalition is located in the southeastern regions of Moghes, clinging to the southern borders of the Wasteland. Prior to the Contact War, this region was the heartland of the Traditionalist Coalition’s most influential kingdom - the Azarak Kingdom, main rivals of the Izweski in the years prior to the War. Once known as the Vharzk Steppes, the region was home to sprawling grasslands and scattered forests - all lost to the Wasteland. Now, the few remaining cities of the Broken Coalition cling to the borders of the Wasteland, struggling still to rebuild from the ashes of the Contact War. &lt;br /&gt;
&lt;br /&gt;
The Azarak Kingdom was a key force in the founding of the Traditionalist Coalition, with King Don’zai Azarak acting as one of the Coalition’s key leaders during the Contact War. Following the Fall of Darakath and the end of the war, the Azarak clan were destroyed utterly by the Izweski - the Hegemony refused to accept the possibility of any restoration movements rising to challenge their power in the years to come. Signs of this sentiment are watched for heavily, and possessing the banners or symbols of the old kingdom is a crime that can be punished severely - though in many regions, this law is not well-enforced. Now, three clans hold power in the region - though this may be more of a curse than a blessing, as the woes of the Broken Coalition grow worse by the day - and should it finally collapse, the blame will fall squarely on its new rulers. These clans are the Zirak, the Gwarlza, and the Yu’zrai, each ruling one of the three cities of the region. They are all relative newcomers to their positions, each having been installed by the Izweski following the Contact War. Historically, all three have been relatively minor noble clans - vassals of the Azarak in the years before the Contact War, suddenly thrust into power as their superiors were put to the sword by the victorious Izweski. Perhaps the most precariously positioned of these three clans is the Zirak, with their city of Sahltyr under constant threat from the ever-approaching Wasteland. While the high mountains and defense systems of the Azarak heartland protected them from nuclear devastation, the region around Lake Sahl is cut off, surrounded by harsh wastes. Supply lines run through the desert towards Darakath, and are brought in by shuttle from less devastated regions, but the large presence of Gawgaryn raiders in the Wasteland around Sahltyr makes bringing supplies in difficult, especially as the local nobility’s levies are stretched increasingly thin protecting their own lands from banditry. Lake Sahl provides most of the food for the city - however, radioactive fallout from the Contact War still contaminates the lake, having killed large portions of the fish population, and leading to harsh rationing in order to feed the city - especially in recent years as famine grips the wider Hegemony. Its position in the Wasteland has also made the city and its supply routes a prime target for Gawgaryn raids, with local levies stretched thin to protect what little habitable land the city has left. Lord Zirak has, in recent years, been heavily pushing Izweski modernisation on his city, in the hopes of revitalising it. The traditional nobility of the city are far from happy about this, however - with many of them still viewing him as little better than a jumped-up traitor and a puppet for Izweski rule. &lt;br /&gt;
&lt;br /&gt;
In frozen Janvir, far to the south, the Yu’zrai clan fares somewhat better - Lord Yu’zrai’s generosity has won many of his vassals to his side, despite his having been installed by the Izweski. His clan was a wealthy one prior to the Contact War, and much of that wealth has been spent on buying the loyalty of those under him - a tactic which seems to have largely been successful in stabilising his position.The remote city in the freezing mountains was spared nuclear devastation, and its surrender during the Izweski conquest of the region meant that most of its infrastructure was left intact. While the general state of the region has certainly brought hardship to the locals, most of the land around the city was left untouched, and Lake Z’aith remains uncontaminated by radiation, allowing Janvir to continue to feed itself. As famine grips the rest of the Hegemony, the remote nature of the city and difficulties in extracting food from the region have been a surprising boon to the residents of Janvir, as they have not been expected to provide much to alleviate famine in the wider Hegemony. &lt;br /&gt;
&lt;br /&gt;
The heart of the Broken Coalition, however, lies with the Gwarlza clan, and their seat in the city of Darakath. The capital of the Azarak Kingdom, the fall of Darakath marked the end of the Contact War, and the victory of the Izweski Hegemony. The city was once known for its vast and ornate architecture - much of which still lies in ruins, as the city was sacked by the victorious armies of the Izweski. The city’s population has been decimated by war, famine, and citizens simply fleeing for a better lot elsewhere - it held two million Sinta prior to the Contact War, and now has barely a hundred and fifty thousand inhabitants. Much of the city lies unoccupied, and still ruined from Izweski bombing. The Izweski-installed ruler, Lord Razkara Gwarlza, has grand plans, however - intent on restoring the former glory of the city. While the other cities of the Broken Coalition largely closed their doors to refugees of the Wasteland, Gwarlza has welcomed them to reinforce the city’s dwindling labour force, allowed heavy Hephaestus investment in his city, and has even been in talks with representatives of the K’lax about hiring their Workers to supplement the rebuilding of the city - a proposal which, if it succeeds, will make many of the Traditionalist nobles furious with him. Gwarlza seems to pay this little mind - he is determined to drag his city kicking and screaming into the 26th century.&lt;br /&gt;
&lt;br /&gt;
Most of the steppes were rendered uninhabitable by the Contact War. The few surviving regions are the cities that were protected from atomic strikes, strategically located near the region’s lakes. Fishing from the lakes of this region is the main food source of the Broken Coalition - however with radioactive fallout and recent famine, this is becoming increasingly harder to sustain. The region is perched on a precipice, and the coming years will determine whether the Broken Coalition will mend itself, or shatter entirely.&lt;br /&gt;
&lt;br /&gt;
== Culture ==  &lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“We can forgive if we can forget. We cannot forget.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-Old Vharzk Steppes proverb&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Wasteland sunrise.jpg|thumb|A sunrise viewed from the Wasteland near Sahltyr, over the mountains surrounding the city and its lake.]]&lt;br /&gt;
Prior to the Contact War, the culture of the Vharzk Steppes was a proud one. Large herds of threshbeasts and warmounts roamed the steppes, and the Sinta of the region were known for their skill as cavalry. While some of these beasts survive in the Wasteland, the vast majority of the great herds of the Vharzk Steppes have been wiped out, with what remains often being used as beasts of burden or of war by Gawgaryn raiders and other Wastelanders. &lt;br /&gt;
&lt;br /&gt;
The Sinta of the Vharzk Steppes were, by and large, known as fierce and honorable warriors - fast friends and ferocious enemies. It was said that one could steal a fish from a Vharzk Sinta, and three generations later his grandson would track yours down, face him in a duel, and take the fish back. Jokes about Vharzk Sinta and their grudges were commonplace, though these have fallen out of fashion in the years following the Contact War. These traditions have continued on, as Sinta from the region are also known for their adherence to tradition - while all Sinta have a great degree of reverence for their ancestors, the Vharzk take it a step further, believing that the spirits of their greatest ancestors are anchored to the world by their descendants’ veneration, and that it is their solemn duty to uphold and honour their memories. As such, they are an extremely traditional people, and highly resistant to change viewed as unnecessary. Given their history with the Traditionalist Coalition, the locals are highly suspicious of alien presence, and few non-Unathi can be found anywhere in the region. &lt;br /&gt;
&lt;br /&gt;
Due to this culture and history, resentment of the Hegemony is common in the Broken Coalition. While the Azarak Kingdom is dead, with its ruling clan extinguished, most of the locals would still think of themselves as citizens of the Kingdom, rather than the Hegemony - and would view the Izweski as foreign occupiers. While most begrudgingly accept the Hegemony’s rule, it is generally viewed as a temporary situation, to be overcome with time. Banners of the fallen kingdom are often hung in secret, and when the return of the old ways is discussed, it is always ‘when’, never ‘if’. A popular legend among the locals is the idea of the last Azarak - that Queen Wei’za Azarak had laid an egg prior to the fall of the city, which was smuggled into the Wasteland by Kingdom soldiers. While this tale is an unlikely one, it does demonstrate to the Hegemony a disturbing truth. Should a remnant of the Azarak arise, or a charismatic enough leader claiming to be one, it is highly likely that much of the region would rise in rebellion behind them - even if doing so against the might of the Izweski would surely bring their doom. In spite of the overwhelming might of the Hegemony, some rebel groups persist in the region, even decades after the end of the Contact War. Hiding in the mountains and the Wasteland, these holdout loyalists of the Azarak Kingdom and the Traditionalist Coalition continue to fight, launching attacks on the Hegemonic presence in the region. The Izweski-appointed lords of the Broken Coalition have tried for years, with little success, to root out these holdouts - likely due to the material support of the general population. While the Hegemony considers them criminals and bandits, little better than the Gawgaryn of the Wasteland, the whispers on the street tell a different story - of the heroes of the Last Retinue, who refuse to bend or break before the tyrant Not’zar. &lt;br /&gt;
&lt;br /&gt;
The larger guilds of the Hegemony have little presence in the region, with most of the region’s industry being overseen by smaller, regional guilds, struggling to deal with their lack of manpower and resources. While some guilds have tried to expand into the region, few of the locals have any desire to work with Hegemonic guilds, choosing instead to cling to their pride in their own guilds. However, there has been some expansion into the region from Izweski guilds - largely in Sahltyr, as Lord Zirak is desperate to modernise his lands. The Merchants’ Guild, Junzi Electric and the Construction Coalition have all expanded into the city, and worked on aggressive takeovers of local guilds, introducing the benefits of modern Izweski life to the city. This has led to Zirak being somewhat popular among the peasantry, who cannot deny the benefits that the Hegemonic guilds have brought to them. However, many of the old guildmasters and nobility are furious with him over it - and should they rise against him, he lacks the military power to quell a rebellion alone, as his personal levy is small and unequipped to deal with more than the occasional Gawgaryn raid. This has led to an odd hybrid culture beginning to arise in Sahltyr, where the general population have grown largely content with the Izweski occupation as the Zirak, in collaboration with the Hegemonic guilds, brings the benefits of modern life to his lands. The Last Retinue have found little support from the people of Sahltyr, and while famine grips the city, the situation remains stable - at least, for now. The culture of Sahltyr is rapidly being reshaped to conform with Izweski society, which to the old nobility marks a disastrous failure. To the Izweski-appointed nobility, and the peasants benefiting from increased standards of living, however, the culture of Sahltyr is a blueprint for the future - and a sign of hope for the Broken Coalition. &lt;br /&gt;
&lt;br /&gt;
In the region surrounding Darakath, however, Lord Gwarlza has made a highly controversial choice - inviting Hephaestus Industries with open arms, and seizing the assets of several local guilds to sell them off to the megacorporation. This investment has led to rapid success in reconstruction of the city, though the local nobility has been furious with this decision, with a large bounty currently standing on Gwarlza’s head with the assassins of the Shadow Service. However, he has managed to avoid assassination so far, and the wealth brought by Hephaestus may fulfil his dream of restoring Darakath - even if some believe that to do so is to sell the city’s soul piece by piece. It is a common rumour that the Darakath nobility plot rebellion - however, Gwarlza has greatly expanded his personal military force in recent years. The wealth brought to his clan by sales of guild assets to Hephaestus has let him hire mercenaries to augment his personal levies, and he has offered pardons to criminals, Wasteland raiders, and even some Guwan in exchange for their service. This has led to his forces having a not entirely undeserved reputation as dishonourable thugs, often shaking down local businesses for their own profit. Nonetheless, they are effective fighters, and have insured Gwarlza against his nobles rising against him. To the citizens of Darakath, the historic heart of the Traditionalist Coalition, Gwarlza is a symbol of all that is wrong with the Izweski Hegemony - a brute and a tyrant bringing aliens and criminals into the city and eroding all that distinguishes the Sinta people. Darakath remains the centre of anti-Izweski sentiment within the Coalition, and while the situation has yet to devolve into active rebellion, there are many among its populace who keep to the old grudges, believing that the Contact War will not end until either the Izweski occupiers are driven out or the Azarak Kingdom falls into ruin entirely. Banners of the old Kingdom are hung in cellars and hidden places, and shrines to King Don’zai’s spirit are raised where the City Watch does not reach. As the Izweski-appointed lords plan to rebuild the grandeur of Darakath, so too do the loyalists of the old Kingdom - and when their two visions of restoration eventually clash, bloodshed appears inevitable.&lt;br /&gt;
&lt;br /&gt;
In Janvir, the situation is far more stable, with the remote and freezing city having suffered the least from the fall of the Azarak Kingdom. As the wilderness surrounding the city is largely too cold to travel in for long, attacks from loyalist forces are rare, and the raiders of the Gawgaryn do not often make their way so far south. The Unathi who dwell in this cold and isolated city do not care much for the troubles of the world beyond, with most of the city’s infrastructure having been left untouched by both nuclear and conventional warfare. For the residents of Janvir, life continues largely as it always has - living off the exotic fish of Lake Z’aith, and largely being overlooked by the world at large. Life is slow in this city as the cold weather quite literally slows Unathi down, with the residents having gained a stereotype of being relaxed - or lazy, as they will often work slower than Unathi in more temperate climates might. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. However, the recent famine gripping Moghes has brought disarray to the city - as the exotic and delicious fish that the Yu’zrai made their fortune on exporting are now taken by the Izweski at far less than market value to help alleviate famine in other parts of the nation. While this has yet to cause any serious harm to Janvir, as the city remains capable of feeding itself, Azarak loyalist forces are seeking to leverage this situation for all that it is worth, in the hopes of inciting the city’s population towards rebellion.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“Ashen King, valiant ruler in death as in life. Grant me vengeance, grant me fury, grant me flame.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-A prayer, offered in secrecy to King Don’zai Arazak’s spirit.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Donzai.png|thumb|A stained glass window erected in a shrine to Don&#039;zar Arazak, the Ashen King. The shrine was destroyed by the Darakath City Watch shortly after its discovery.]]&lt;br /&gt;
&lt;br /&gt;
The Broken Coalition is majority Th’akh. Sk’akh is viewed as the faith of the honorless Izweski occupiers, and its priests are unwelcome in their efforts to convert the people of the region, with some travelling priests in rural regions of the Coalition never having returned - allegedly, due to Gawgaryn incursions. Even among the Izweski-installed nobility, conversions are few and far between.&lt;br /&gt;
&lt;br /&gt;
The radical followers of Judiza Si’akh have found equally little welcome in the Broken Coalition, with those few who come to the region being met with death or imprisonment. This is largely due to its status as a splinter faith of Sk’akh, as well as its beliefs on the Contact War - as the heartland of the former Traditionalist Coalition, the locals of the region take the idea that nuclear war was some form of divine judgement very poorly. &lt;br /&gt;
&lt;br /&gt;
If there is one thing that the Broken Coalition and the Hegemony can agree upon, however, it is the danger of the Aut’akh faith. Followers of this faith often face mob justice before local law enforcement can even get to them, and several Sinta who have chosen to replace missing limbs with cybernetic replacements have been caught up in this, and found the wrath of their neighbours turned upon them. As such, there is only one undercity commune in the region, located beneath Sahltyr - and its primary function is to help Aut’akh in the region escape to the wider Hegemony, or offworld entirely. Life in the Sahltyr Commune is fraught with danger, with Lord Zirak’s forces frequently sweeping below the city in the hopes of eradicating the Aut’akh threat once and for all. &lt;br /&gt;
&lt;br /&gt;
The local variety of Th’akh leans even more into the veneration of ancestors than most. The Sinta of the Broken Coalition believe that the spirits of their greatest ancestors are anchored to the world by their descendants’ veneration and remembrance. Often, young Sinta will choose one of their ancestors as a ‘patron’ of sorts, and seek to honour them through recreation of their deeds. With the aid of shamans, they will seek to commune with the spirit of their patron ancestor for guidance. &lt;br /&gt;
&lt;br /&gt;
Due to the nature of Vharzk Th’akh, the specific spirits venerated are different for each clan. However, there are few who have known such honour in life that they transcend the bounds of clan, and are venerated by many Sinta across the region. These Sinta are known as the Most Honoured, and shrines to them can often be found scattered across the Broken Coalition, whether in the clutter of the cities or standing alone in the sands of the Wasteland. &lt;br /&gt;
&lt;br /&gt;
=== The Most Honored ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don’zai Azarak, the Ashen King&#039;&#039;&#039; - A controversial choice for an honoured ancestor, and one that is not claimed openly. Veneration of King Don’zai is prohibited under the law, but that has not stopped many locals from seeking to uphold his spirit anyway, with shrines to the fallen king being hidden all across the region. The Ashen King is known as a spirit of ash, fire and brutal vengeance. Those who claim him as their patron often will engage in acts of guerilla warfare against the local Izweski, despite the numerous violations of a warrior’s honour this involves, claiming that the Izweski have no honour, and can expect none in return. It is common for a dying Sinta who feels some great need for revenge to call upon the Ashen King to strike down their enemies, or to pray for him to bring an end to the Izweski in fire and blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hareshksh Iiziu, the Savior&#039;&#039;&#039; - a common choice for healers, Harshksh Iiziu was once the chief physician to an Azarak King in the days of the Second Hegemony. When a deadly plague struck the kingdom in the human year 1946, it was Iiziu who led the team of scientists that ultimately created and distributed the vaccine, and was honoured greatly for it. After her death, she was claimed as a patron by many young women seeking to follow her path, and eventually named to the ranks of the Most Honoured. Shrines to her are often found in clinics, hospitals and laboratories. She is often prayed to by healers, as well as the sick, injured and dying. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kolere Koss, the Tamer of Storms&#039;&#039;&#039; - a common choice for engineers, Kolere Koss lived during the early 1900s. While the Azarak never bent their knees to the Sarakus Hegemony, and thus never benefited from their Great Endeavor, Kolere Koss was, according to some records, a humble fisher who taught themself to read and write, and became a great engineer, developing power stations and spearheading the industrialisation of the region, leading an effort which gave the entire Azarak Kingdom access to widespread electricity. Often they are prayed to by engineers, as well as scientists and any with the ambition to innovate, and to reshape the world in their own image&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hskoru Errusir, the Watcher at the Gates&#039;&#039;&#039; - often worshipped by guardsmen and soldiers, Errusir was a humble guardsman of Darakath, in the ancient days before the First Hegemony. According to legend, he took his duty with the utmost of conviction, and always kept an eye on the city gates, even when his fellow guards would rather be drinking, gambling and chasing after women. This ultimately concluded with him alone at the gates one night, being the only one to spot an approaching enemy army, though versions of the story differ on who the invaders were. Thanks to his quick rallying of the city’s levies, the warriors of Darakath were able to drive back the attacking force, though Errusir was slain in the battle. According to some versions of the myth, he now guards the gate between the mortal world and the spirit world, preventing evil spirits from escaping to wreak havoc, and ensuring that the living cannot cross to the realm of spirits before their time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zioszza Azarak, the Weaver&#039;&#039;&#039; - often worshipped by noblewomen, the Queen Zioszza Azarak came to power young, with the assassination of her father in 1692. Among a greedy, vicious and corrupt court, she was able to secure her own power and ensure her enemies were weakened by turning them against one another, culminating in a shadow war that left the court purged of its rot, and saw her father’s killers named Guwandi or executed. Following this, she spearheaded efforts to restore the Azarak Kingdom to power in the region, expanding its borders greatly and, with the growth of the guilds, seeing its economy prosper. She is often venerated by noblewomen primarily - but any who wish to triumph over overwhelming odds, or to see their schemes take fruit, often chose the Weaver as their patron.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ukheos Arzaoza, the Guwan Repentant&#039;&#039;&#039; - Ukheos Arzaoza, once Ukheos Guwan, was a wicked smuggler of ancient days, before the rise of the First Hegemony. According to the legend of their life, after years of theft, smuggling and vice, war came to the Vharzk Steppes, and Sahltyr was placed under siege by the enemy force. Using their knowledge as a smuggler, they organised efforts to bring food in from outlying villages, sneaking it into the city to the defenders. This allowed the siege to continue, until reinforcements could approach - however, the Repentant would not live to see it, as the enemy force captured them on their way into the city. While their fellow smugglers ran, the Guwan collapsed their tunnel behind them, preventing Sahltyr’s fall at the cost of their own life. They were captured by the enemy forces and beheaded before the city walls. Their actions, however, saved the city, with reinforcements from allied clans arriving to break the siege. Following the battle, the ruling Lord Arzaoza pardoned the fallen Guwan, and adopted them into his own clan. Eventually, they came to be known as one of the Most Honoured. In the modern age, they are worshipped often by the guilty, or those who seek to change and regain their honour. Guwan who seek to repent for their crimes will often build shrines to the Repentant.&lt;br /&gt;
&lt;br /&gt;
There are untold hundreds of other patron ancestors. The common rite of adulthood in the Broken Coalition involves two weeks of seclusion and fasting, consuming potent hallucinogenic herbs in an attempt to speak with the spirits of one’s ancestors, and learn which has blessed them in their life. A Sinta is only truly considered an adult in the Broken Coalition when an ancestor is believed to have claimed them.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
Holidays vary immensely between clans, often focused on specific deeds of their honoured ancestors. However, some are unifying factors of the region. &lt;br /&gt;
&lt;br /&gt;
=== Day of Loss === &lt;br /&gt;
This holiday is the anniversary of the Fall of Darakath, and the end of the Contact War. For the Sinta of the Broken Coalition, this is a day of regret, sorrow, and vengeance sworn in secret. In stubborn defiance of the ban on Azarak banners or symbols, the locals will often fly plain red banners or wear armbands, in honour of the blood spilled during the final battle and sacking of the city. &lt;br /&gt;
&lt;br /&gt;
=== Iziushai (Savior’s Day) ===&lt;br /&gt;
This day honours the end to the plague cured by Hareshksh Iziu, when the vaccine that she developed was first distributed across the Azarak Kingdom. It is generally a lively day, in celebration of the work of healers. Feasting is common, as well as donations traditionally being made to local clinics and hospitals. &lt;br /&gt;
&lt;br /&gt;
=== Arzaoza’s Festival ===&lt;br /&gt;
This day honours the life of Ukheos Arzaoza - a reminder that even the lowliest can redeem themselves, and find honour. Traditionally, it is a time of great excess, lasting from dawn to midnight. Masks are donned by all, so that none can tell if they speak to one of the least or mightiest Sinta (though one can generally still identify a noble from a peasant based on the quality of their mask), and there are frequent stories of nobles engaging in debauchery beneath their masks. It is a day when many expectations are let go, and Sinta are freed to act as they please, where the choice of honour is theirs and theirs alone.&lt;br /&gt;
&lt;br /&gt;
== Ashen Vengeance ==&lt;br /&gt;
While the Izweski-appointed rulers of the region are oft-despised by those they rule over, few have the courage to challenge them openly, with assassins and knives in the dark being the common method of attempting to bring down the Broken Coalition’s new rulers. However, there is an exception to this rule in Darakath - where murder stalks the streets, hunting those who serve the Hegemony. &lt;br /&gt;
&lt;br /&gt;
The assassin’s name, clan, or gender are all unknown. They are often seen wearing a mask of the type worn during Arzaoza’s Festival - simple and white, painted with ash, leading to the name given to them by the public - the Grey Spirit. In recent years, they have killed many officers in Lord Gwarlza’s personal forces, as well as Hephaestus officials and nobles who have cooperated with the Hegemony’s puppet government. &lt;br /&gt;
Theories abound in the local news regarding them - some believe they are the last scion of the Azarath, having escaped the Hegemony’s claws and fighting to restore their lost kingdom. Still others believe they are the vengeful spirit of King Don’zai himself, having returned to the world to bring justice to his killers. A third, more fringe theory is that the Grey Spirit is barely Sinta at all - that they are an Aut’akh assassin, enhanced with foul cybernetics and dark spirits’ power, seeking to bring the region to ruin. Regardless, the city watch has had little luck in catching them - with the official explanation being that they have collaborators among the city’s peasantry, or some secret passages beneath the city. The popular whisper, however, is that they are a spirit in truth - capable of disappearing from before Sinta eyes, and walking through walls as if they were not even there. &lt;br /&gt;
&lt;br /&gt;
Lord Gwarlza has offered a bounty of three hundred thousand credits, a king’s ransom in the impoverished Broken Coalition, for information leading to the death or arrest of the Grey Spirit. However, if anyone in Darakath knows the Spirit’s true nature or identity, they are not talking. As the murders continue, the question remains - who is this masked killer, and what do they want for Darakath?&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Southlands&amp;diff=38624</id>
		<title>Southlands</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Southlands&amp;diff=38624"/>
		<updated>2026-02-23T23:13:49Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[File:Southlands.png|thumb|The region known as the Southlands and its surroundings]]&lt;br /&gt;
== Overview == &lt;br /&gt;
The Southlands is a large region in the Untouched Lands of [[Moghes]], spanning most of the southern coastline of the Moghresian Sea, and stretching southwards into the inhospitable polar regions. The Southlands have always been a relatively prosperous region, with large swathes of farmland and access to the Moghresian Sea  - however, the cities and clans of the region have long-lingering feuds dating back centuries, and despite all of them nominally working together under the [[Izweski Nation]], these feuds continue to flare up. &lt;br /&gt;
&lt;br /&gt;
Prior to the [[Contact War]], the primary industries of the Southlands were small-scale aquaculture and fishing, with a strong industrial base in Jaz’zirt. With the devastation of the Contact War and the encroaching wasteland on the eastern and western borders of the Southlands, the small scale aquaculture farms that once dotted the rural villages of the Southlands and made up much of its exports were found to be contaminated, radiation seeping into the water. Unable to make a living for themselves rurally, the peasantry migrated into the cities, creating a refugee crisis, but also opportunities for the growing industrialists of the Hegemony. The ready supply of cheap labour, now within the cities, was attractive to those nobles, guilds, and corporations who sought to enrich themselves; before long factories, refineries, and all the buildings of industry were being constructed at a manic pace within the Southlands three main cities. With industrialization came an increase in the quality of life, mostly for the nobility, but also for the peasantry, and as the quality of life rose progress in other forms steamed ahead. Today, the Southlands stands as the most progressive of the Hegemonic Regions, socially, politically, economically, and industrially, with the most amount of human influence. There are, of course, those who do not like this, but it seems unlikely they will be able to stop the tide of history. &lt;br /&gt;
&lt;br /&gt;
The Southlands are home to a wide array of clans, but historically and to this day, those who control the cities have the greatest influence over the region. The three great cities of the Southlands - Teht, Razir and Jaz’zirt, are jewels of the region - and the centres of power for any enterprising noble clan. Currently, they are controlled by the Eizde, the Sarnac, and the Miazso respectively. Even having a minor stake in one of the cities ensures tremendous amounts of wealth to any noble clan, and being tied to one of the clans which controls a city is even better. Historically, all three cities and their ruling clans have been rivals, having fought many small wars for control of the lands between them, and to this day working against one another, though the Hegemon ensures that open warfare between them no longer occurs. The lost city of Oket was, in the pre-Contact War days, often a key point in these struggles, being positioned between the two rivals and perfectly situated to be the deciding factor in many of these wars.&lt;br /&gt;
&lt;br /&gt;
During the Contact War, Oket was destroyed utterly - of its ruling clan, no trace remains. The region of radioactive wasteland between Razir and Jaz’zirt has led to somewhat more amicable relations - however, the Sarnac and the Miazso still plot and scheme for control of the greater region. Currently they are almost equal in their control of the region, with the Miazso having legal influence, thanks to Rokasi being Overlord, and the Sarnac having political influence, with [[Notable_Unathi#Seleta_Sarnac,_Lady_and_Izweski_High_Speaker|Lady Seleta]] being the Hegemon’s High Speaker. Still, currently the Miazso would have the advantage over the Sarnac, due to a majority of the Region’s industrialised centres being located in Jaz’zirt, were it not for the Eizde and their city of Teht. Perched on the edge of the western wasteland, Teht is currently struggling to maintain its relevance, as refugees, famine, Gawgaryn raids, and the encroaching wasteland threaten to up-end it. However, it has historically been the centre of power for the region, and is still considered so by some savvy nobility, not due to its own power but how it tips the scales of the two primary competing cities. The Eizde clan historically, and still to this day, have never wanted Razir, Jaz’zirt, or any clan who ruled those cities to be able to consolidate power within the region, and have used their city to keep a balance between the two giants. Whenever the Razir or Jaz’zirt gain a significant advantage over the other, the Eizde along with their city have backed whichever became the underdog, keeping the balance of power within the region somewhat equal. Both cities have grown and shrunk at different times, but never has one managed to consolidate power over the other. Some have called this a timid approach, and make fun of Lord Eizde for not finally changing, but for all it’s potential faults, while Razir and Jaz’zirt have changed between clans multiple times, one has to go thousands of years back into records to discover a time when the Eizde didn’t rule over Teht.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;To the workers, all the world!&amp;quot;&#039;&#039; -Popular slogan of the Hearts of Industry&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Southlandsriver.jpg|thumb|The rivers of the Southlands lie at the heart of the region&#039;s culture]]&lt;br /&gt;
When one thinks of the culture of the Southlands, the first word to come to mind is cosmopolitan. Sinta from hundreds of clans and dozens of regions have found their way there, and prior to the Contact War the cities’ trade routes along the Moghresian Sea led to a blend of many faiths, cultures and ways of life.. One can walk into Teht and find clans with traditions that come from all across Moghes, and now with the Industrialization of the region, from across the Spur, as Unathi workers from abroad return under the banner of [[Hephaestus Industries|Hephaestus Industries.]] This history has likely contributed to the religious diversity of the region, with the Southlands being one of the few regions to be fairly balanced between [[Th&#039;akh]] and [[Sk&#039;akh]].&lt;br /&gt;
&lt;br /&gt;
As these wildly diverse cultures melt together and retain only certain aspects of their originality, that which is not retained is transformed, birthing a somewhat congruous culture that is found across the Southlands. While individual clans or ethnicities may retain parts of their original traditions and cultures, eventually all will be partially assimilated into the Southlands. As a result of this, one of the founding principles of the Southland’s “culture” is acceptance, which is a large contributor to the amount of refugees in the region, especially followers of the firebrand prophet [[Notable_Unathi#Juzida_Si&#039;akh,_Prophet_of_Flame|Judiza Si’akh]]. While the [[Aut&#039;akh|Aut’akh]] faith is still outlawed following Hegemonic decree, there are several undercity communes in the region, and Sinta with prosthetics, while still unusual to see, are treated with more open-mindedness than in most other regions of the Hegemony. This open-mindedness only goes so far however, and those outside the norm for Unathi still face discrimination, instead of the open persecution faced in other areas. Centuries of travellers and merchants from every corner of Moghes has led to a culture that can be best described as a bizarre hybrid of everywhere and anywhere, which over the centuries has grown into its own unique nature.,It has a strong focus on the rivers and the sea, the historic lifeblood of the region. The local Sk’akh population tend to lend greater reverence to the Aspect of the Fisher, and the zo’zyola venerated by the Th’akh population tend to be spirits of the waters. Further inland, one would see more of a focus on spirits of the land and farming - but the lifeblood of all the Southlands ultimately flows from the Moghresian Sea, as it fuels prosperity and innovation, the cornerstones of the Southlands culture. Sinta from the region are known for their tendency to take a fresher eye to situations, critically thinking about the way things are done, and looking for possible improvements. All value their traditions and way of doing things, but do not venerate it to the extent that they are unchanging.. &lt;br /&gt;
&lt;br /&gt;
For those born outside the Southlands, they are mostly associated with their ancient history of traders and sailors spanning the Moghresian Sea, which has led to a reputation of the Southlands as being home to cunning merchants, that some Sinta distrust. Beyond their skill as merchant’s and Traders, the Southlands are famous for their ancient literary tradition, dating back to the days of the First Hegemony. It is believed this tradition started around the time Unathi developed sailing, and began to trade around the Sea. Scholars theorize that due to the large through-put of people in the Southland’s urban centers, that the very first travellers would swap stories, information, and myths gathered from different lands, which were able to be recorded by scholars. The Grand Library of Teht holds some of the few records dating back to ancient Sinta history, and was an invaluable resource in reconstructing those many records lost in the Contact War. Even prior to industrialisation and the printing press, the Southlands had one of the highest literacy rates on Moghes - a tradition which lives on to the modern day, albeit transformed somewhat. In the waterfront bars, xuizi houses and smoking dens of the cities, young Sinta poets, artists and would-be scholars share their work - and, according to some, spread alien degeneracy among the proud Sinta people. However, the impact of this tradition on the locals is unmistakable, with Lord Eizde being noted for his contributions to scholarship across Moghes, and the poetry of Overlord Miazso having, according to the stories, swayed a Traditionalist Lord to the Hegemony’s cause.&lt;br /&gt;
&lt;br /&gt;
The strong industrial base of the Southlands has been a defining aspect of the region’s culture, especially with the expansion of Hephaestus Industries into the Hegemony following first contact. Newly organised factory workers, the ancient guilds, and the newcomer human megacorporations have spent years locked in a vicious struggle - one which ended in 2465, leaving Hephaestus Industries in a position of unparalleled influence over the Southlands.&lt;br /&gt;
&lt;br /&gt;
Jaz’zirt has long been the industrial powerhouse of the Southlands, with many guilds having their manufacturing base there. In recent years, the new organisation known as the [[Unathi_Guilds#Hearts_of_Industry|Hearts of Industry]] has risen to prominence, seeking to push labour reforms in the factories of Moghes. This has caused no small measure of discord, as workers attempting industrial action during the ongoing scarcity have been cracked down on viciously by Overlord Miazso, as their work is deemed too critical to be held up by strikes or agitations. Nonetheless, the Hearts of Industry and their pressure for better working conditions are proving to be quite a powerful thorn in the side of the local nobility. In Jaz’zirt, the Hearts of Industry are a growing force - and aggressive crackdowns from Overlord Miazso’s Master of Rivers and Hephaestus Industries have led many of them to advocate for a more sudden and violent method of change. While this is still an uncommon sentiment, it is one that is growing in recent years, as famine, instability and religious tension grip the once-peaceful Southlands - with every passing day, both the workers in their factories and the poets in their bars are increasingly speaking more and more of the same topic - revolution.&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries has heavy investment in the Southlands, and with the Hearts proving increasingly problematic to the local nobility, more and more factories in the regions are being sold off to the alien megacorporation. While few of the other guilds are happy about this, the megacorporation’s investment has helped to keep the region stable, and provide employment for the flood of refugees from the Wasteland. The Hearts of Industry are divided on the matter of Hephaestus&#039; presence - while they tend to offer better benefits for workers than the factories that they are used to, their aggressive stance on worker organisation runs antithetical to the Hearts’ entire purpose. Following Hephaestus&#039;s massive expansion, the power of the Hearts in the Southlands may well be broken altogether, as many of them have abandoned the revolutionary guild in favor of the megacorporation - and large parts of their leadership have been arrested. The majority of the Hearts still-active have fled to Ouerea, as the megacorporation consolidates its presence on Moghes.&lt;br /&gt;
&lt;br /&gt;
The Hearts were not Hephaestus’s only rivals in the region, however. While many of the major Hegemonic guilds have some presence there, the Fishing League and Junzi Electric both have extensive holdings, and have often clashed with Hephaestus as the human megacorporation expands aggressively.The [[Unathi_Guilds#The_Fishing_League|Fishing League]] has a long history in the Southlands, with the ancient guild having been founded on the docks of Teht. The guild has always enjoyed a privileged position in Teht, with the brother of Lord Eizde currently acting as guildmaster. During the famine, and with most of the region’s farmland having been destroyed in the Contact War, the Fishing League were a key factor in avoiding mass starvation in the city. Further along the coast, [[Unathi_Guilds#Junzi_Electric|Junzi Electric]] has historically held great influence - their fission power plant near the irradiated ruins of Oket being the source of power for much of the Southlands - though its age and instability is cause for concern among many. Overlord Miazso recently signed a contract with Hephaestus Industries for the establishment of a newer fusion plant in his own territory - a deal which caused great anger from Junzi, prior to their incorporation as a Hephaestus subsidiary. The plant is set to finish construction in 2466. &lt;br /&gt;
&lt;br /&gt;
The conflict between the ancient guilds, the new and revolutionary Hearts of Industry, and Hephaestus Industries gripped the Southlands for years, with Overlord Miazso struggling to maintain control. In 2465, this came to a head, as the collapse of the Hegemonic economy led to massive layoffs from guilds trying to avoid bankruptcy. Members of the Hearts of Industry took to the streets in protest, and the Overlord was hard-pressed to keep control - until Hephaestus Industries stepped in, buying out many of the major Hegemonic guilds. While some of the old industrial guilds of the Southlands still remain independent, it is impossible to compete with the industrial titan of Hephaestus.&lt;br /&gt;
&lt;br /&gt;
== Faith == &lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“Salira, great inspiration, ever friend to the work of my claws, smile upon me now. Let this work be done in your honour, and may this offering please you.”&#039;&#039;&lt;br /&gt;
-A common Th’akh prayer in the Southlands, traditionally recited by artists struggling with a particularly challenging work. &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The region has historically been split between Th’akh and Sk’akh, with most of the rural clans tending to be Th’akh, and a greater concentration of Sk’akh merchants, scholars and nobles in the cities. However, a new faith has rapidly taken root in the Southlands - [[Si&#039;akh]]. Both in refugees from the Wasteland and local converts, the Southlands now holds one of the largest Si’akh populations on Moghes, a fact which neither Sk’akh priests or Th’akh shamans are happy about. &lt;br /&gt;
&lt;br /&gt;
The variety of Th’akh largely practised in the Southlands focuses on the Zyola of the four forces - growth, decay, energy and time, with a tendency towards spirits of growth and decay. The pantheon of spirits generally venerated in the rural Southlands are known as the River Court. &lt;br /&gt;
&lt;br /&gt;
=== The River Court: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zrisre, Mother of Life&#039;&#039;&#039; - a Zyola of growth, and one of the primary spirit-gods of the River Court. Zrisre is generally portrayed as an elder, maternal Sinta. She is believed to dwell within the river deltas of the Southlands, and is often venerated by farmers and fishers, in the hope of ensuring bountiful and productive growth. She is very proud, and demands respect from those who would have her blessings, but is said to be a fierce protector of all that show her said respect. Marriages are often conducted by her shamans, and couples seeking to have children often make lavish offerings to her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Okaris, Father of Storms&#039;&#039;&#039; - a Zyola associated with energy, and generally worshipped closer to the coast, Okaris is a rash and angry god, known to send ships to the depths in one of his many rages - believed to be brought on when Zrisre is upset with him. However, Okaris has a great love for life, and his rituals reflect that. Merriment, celebration and offerings of strong xuizi are common from sailors along the southern coast, to keep the Father of Storms happy. He is generally portrayed as a bare-chested and muscular Sinta, often depicted with a mug of xuizi in one hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vharazki, the Old Man of the River&#039;&#039;&#039; - a Zyola associated primarily with time, Vharazki is the spirit-god reflecting the cycle of the natural world. He is said to often lock horns with Zrisre about whose domain the rivers are - and while it is the Mother of Life they give thanks to for the harvest, it is the Old Man to whom offerings are made in seasons of flood or drought. He is a calm and patient spirit, and offerings made to him are usually practical and large, for it takes a great payment indeed to alter a cycle as inexorable as that he represents. He is depicted as an aged Sinta in ragged robes, with long and seemingly endlessly spiralling horns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illisk, the Harvester&#039;&#039;&#039; - a Zyola associated with decay, Illisk is representative of the ending of cycles - they are the Zyola of Travakh, the harvest, and death. They are said to be present besides all Sinta from the day they are hatched, until the day they inevitably die, and to walk beside their spirits on the path to the next life. Offerings are made to them rarely - one does not wish to draw the Harvester’s attention too soon. The only time their name is invoked is at the funerals of the dead and during the season of harvesting. They are depicted as an androgynous Sinta clad in white, bearing a fishing spear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salira, the Muse&#039;&#039;&#039; - a Zyola associated primarily with growth and energy, Salira is a spirit-god reflecting the literary and artistic traditions of the Southlands. She is the patron spirit of artists, writers and lunatics, and her name is often invoked as a blessing or curse by those struggling with their masterpiece. She is known as a fickle spirit, bestowing and taking back her blessings seemingly at random, and the slang term “chasing Salira’s tail” is used to refer to one pursuing a clearly reckless and unwise course of action. She is depicted as a young and azure-scaled Sinta woman, often clad in the attire of a scholar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gharr, the Hoarder&#039;&#039;&#039; - a Zyola associated primarily with growth, Gharr is known as a spirit-god of greed and wealth. While the tales of him generally follow the pattern of his greed causing him to lose more than he had to begin with, many merchants often speak prayers to him going about their business. He is known for his miserliness, but it is said that if offerings - traditionally of gold - are made to him, that he will bless one with a fraction of his own vast hoard. He is often depicted as a rotund, black-scaled Sinta, dressed in elaborate noble’s clothing covered with gold and jewels.&lt;br /&gt;
&lt;br /&gt;
Due to the centralised nature of the Sk’akh Church, the regional divergence of the faith is minimal, and the doctrines are largely the same in the Southlands as they are anywhere else. However, the priests of the region are part of its culture too, and the Southlands’ culture of acceptance has flowed to them as well. Lively theological debates between priests and shamans can be witnessed in the streets of all the Southlands’ cities, with small crowds often gathering to watch. Priests of the Aspect are common in the Southlands, usually venerating the Aspect of the Fisher - and many fishers and sailors along the Southlands’ coast consider it ill fortune to leave the shore without a Priest of the Fisher aboard. While the priests of the Southlands Sk’akh Church tend to be accepting, the Contact War and the rise of Si’akh has strained this greatly, as refugees following the words of the Prophet of Flame have flooded the region. Overlord Miazso’s archpriest has not yet made any outright moves against the Si’akh faithful of the region, though he has denounced their heresy in accordance with Church doctrine. However, as the teachings of Judizah Si’akh spread further and further throughout the Southlands, the demands from Sk’akh faithful to do something about these vile heretics grow louder by the day.&lt;br /&gt;
&lt;br /&gt;
Whether Sk’akh or Th’akh, the rivers are a core part of life in the Southlands. Eggs are traditionally kept close to the nearest river while growing, and traditional funerals among the locals tend to involve the rivers as well - whether simply burying a body near the river, burning it on a raft, or just letting them feed the fish. The traditional rite of adulthood in the Southlands is a baptism-like ceremony - an ancient ritual that predates the Sk’akh Church, and has been long adopted from the Th’akh shamans by the local priesthood. The young Sinta is sent on a raft downriver, with enough supplies for a few days. They are supposed to spend this time in quiet contemplation and reflection of their clan and their place within it, before returning when they feel they have gained sufficient understanding. For most, this lasts a little under a week - however some truly dedicated wanderers do not return for months on end. &lt;br /&gt;
&lt;br /&gt;
While not outlawed, the lords, priests and shamans of the region can all agree on the danger posed by the radical preachings of Judiza Si’akh, and efforts have been made to suppress the growth of this new religion - to little effect, as it seems to be catching like wildfire in the slums of the cities and the refugee communities. To those dedicated faithful, the efforts of the powers that be to suppress Si’akh is more proof of their righteousness, and of the wickedness and rot that lies within the Untouched Lands. While the religious tensions of the Southlands have not yet erupted into open violence, many fear that one of the last bastions of pre-Contact Moghes may find itself torn apart in holy war.&lt;br /&gt;
&lt;br /&gt;
== Holidays ==&lt;br /&gt;
&lt;br /&gt;
=== Illiskhai ===&lt;br /&gt;
The only real large ceremony associated with the Harvester, in many rural clans the harvest is a time for boisterous celebration before Travakh begins. Many smaller rural communities will often gather together for a large celebration of the year’s work, before returning to their own homes. Traditionally, Illisk’s festival is a time for recuperation after the labour of the harvest, and the festivals often draw in merchants from the larger towns and cities. For many rural Sinta, Illiskhai is the largest event of the year - a meeting of clans from across a region, and a chance to relax, before life’s rigors begin again. &lt;br /&gt;
&lt;br /&gt;
=== First Light ===&lt;br /&gt;
A ceremony traditionally associated with Zrisre, held at the beginning of Kasavakh. In contrast to Illiskhai being a boisterous affair, First Light is a quiet period of thanks and reflection, where offerings are made to the Mother of Life, in the hopes that the coming season will be bountiful and prosperous. Many couples seeking children will often make large offerings to Zrisre during this time.&lt;br /&gt;
&lt;br /&gt;
=== Fishers’ Day ===&lt;br /&gt;
A Sk’akh ceremony largely unique to the Southlands branch of the Church, held at the peak of Versakh, when the heat is at its height. Fishers’ Day is considered a day of joy and veneration of this aspect of the Great Spirit. Traditionally, workers take the day off and spend Fishers’ Day with friends and loved ones, often indulging in food and drink - in many ways, it is a celebration of the joys of life&lt;br /&gt;
&lt;br /&gt;
=== The Bards&#039; Festival ===&lt;br /&gt;
A holiday with its origins in the Southlands, the Bards&#039; Festival is traditionally marked by public theatre performances, and grand displays of art. In Razir, this is often marked by painters creating enormous works on the sides of buildings, whereas in Jaz&#039;zirt it is more focused on theatre, and in Teht the widest appeal of the Bards&#039; Festival usually comes in the oldest and most traditional form - song and poetry.&lt;br /&gt;
&lt;br /&gt;
== The River Nomads ==&lt;br /&gt;
&lt;br /&gt;
An old way of life, there are several nomadic communities in the Southlands, usually travelling up and down the rivers towards the Moghresian Sea via large flotillas. The River Nomads of the Southlands are an insular community, largely keeping to themselves - though often making their way as traders from the larger city-states down into the more rural regions of the plains and back. The river nomads are traditionally, but not exclusively Th’akh, which largely varies clan to clan, with some having embraced the Sk’akh faith generations back. &lt;br /&gt;
&lt;br /&gt;
The river nomad clans are known for their colourfully painted boats and fashion of dress - for many of the outlying rural regions, the brightly-coloured barges coming down the river are the only source of news from the cities, as well as goods that might otherwise take long journeying by overland merchants or clans. &lt;br /&gt;
&lt;br /&gt;
The role of the nomad clans in the regional balance of power is a key one - even during times of strife or war, their work has ensured that trade runs smoothly between outlying regions and the cities. While the advent of mass communication pre-Contact did put something of a thorn in their side, they still carry on with their traditional way of life, even in the face of rising tensions in the region.&lt;br /&gt;
&lt;br /&gt;
However, expanded Hephaestus industrial operations have led to heavy pollution in the rivers of the Southlands, rendering the traditional nomad way of life harder and harder to sustain, with more and more of the new generation of nomads moving to find work in the cities of the region.&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tza_Prairie&amp;diff=38623</id>
		<title>Tza Prairie</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tza_Prairie&amp;diff=38623"/>
		<updated>2026-02-23T23:13:44Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[File:Tza Prairie.png|The region known as the Tza Prairie, or sometimes Th&#039;akh Heartlands, and its surroundings.|thumb]]&lt;br /&gt;
= Overview =&lt;br /&gt;
The Tza Prairie, or Tza Basin, is a region of Moghes located northward of the Mogheserian Sea, surrounded by a massive mountain range, with a small saltwater sea at the lowest point of the basin. This mountain range has protected the Prairie from many of the effects caused by the nuclear exchange of the contact war, and for most of history has been a shield against outside invaders, war, and conflicts that otherwise would have spilled over into the prairie. Despite not being within the protective enclosure created by the mountains, the city of Kutah is considered to be part of the Prairie, as it was founded and settled by pioneers from over the mountains thousands of years ago. The Prairie is also the birthplace of the Th’akh faith, at one point having a large number of temples, and is sometimes known as the Th’akh heartlands.&lt;br /&gt;
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The Tza Praire politically is defined by the Hutay’zai Clan. Headed by Overlord Azui Hutay’zai, this clan came to fame after Azui’s father, who fought for the traditionalists, was killed during the contact war, allowing his son to ascend to the throne. Azui would use his new position on top of the throne to make peace with the Hegemony, pledging fealty to Clan Izweski, in exchange for promising to help win the now nuclear conflict, keeping his family&#039;s realm safe from the war, and from being broken up. The rest of the nobility of the Prairie defected alongside the Hutay’zai, and ever since have been loyal vassals to him and the Hegemon. Azui would eventually ascend to become one of the Overlords of Moghes, using the Praire as his main base of power. For this reason, the Praire is still home to some of the most traditionalist Sinta within the Hegemony, despite being Th’akh, and are the least influenced by the outside galaxy.&lt;br /&gt;
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Before the contact war, the primary industry of the Tza Prairie was built around power generation. By damming the massive rivers that flowed from the mountains into the sea at the basin, the people of the Prairie managed to output massive amounts of electricity for the time, which was carried by overhead lines over the mountains to the Skamander Peninsula and the now Torn Cities. However after the contact war, with many skilled workers being called up as Levies to defend the mountains against invasion originally from the Hegemony, and then from the traditionalist coalition; as well as the introduction of fusion generators to Moghes, saw the dams of the prairie become useless, resulting in their slow deterioration through lack of maintenance. Today, barely any of the dams remain, the only testament to the fact they were ever there is the twisted rebar and eroded concrete in the rivers. The Prairie’s industry has instead switched to primarily fishing in the Tza Sea, where incredibly strict rationing(?) has left the sea with a stable population of fish, a rarity on post-collapse Moghes. This stability has resulted in the region&#039;s fish being one of the last reliable food sources on Moghes, and with the famine ongoing in the Hegemony, the region has been flooded with extra workers, and accountants to ensure it remains so. Warriors, on the other hand, can be mostly taken from within the region itself.&lt;br /&gt;
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= Culture =&lt;br /&gt;
[[File:Tza Praire 2.jpg|A Photo taken within the mountain range that surrounds the prairie, showing one of the massive rivers that eventually flows into the Tza Sea.|thumb|200px]]&lt;br /&gt;
Due to the isolation and size of the Prairie, nearly all the population within it practices its culture. Those that do not are shunned and normally forced to leave the Prairie. While this culture is followed extensively by the peasantry, many nobles within the Prairie do not follow it to the same degree, using crutches such as technology or others to keep their edge.&lt;br /&gt;
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Being one of the most ancient and protected parts of Moghes the Tza Prairie has a culture that dates back thousands of years and has gone on to influence nearly the entirety of unathi society. Despite many societal upheavals and drastic changes to the Unathi as a species, this culture has managed to survive with its core traditions intact most likely due to the very attributes they hold in high regard. With its roots firmly in the most basic of desires, the desire to survive and prosper, being raised in the Prairie is to be constantly told the highest attributes in life are pure determination and grit, for with them a Sinta can accomplish anything. This has led to many Sinta from the Prairie being nothing but stressed for most of their lives, always attempting to push themselves further and further until they go too far and crash. Those who fail to pick themselves back up from these crashes themselves are considered to be too weak and lazy, and generally shunned by the population, while those who do are rarely given any praise, for it is just what needs to happen. Secondary to these values are resourcefulness and physical strength, which has led some to have incorrect perceptions about the way those of the Prairie view life. Unlike a society that values naught but pure strength, many in the Prairie view those who cultivate and challenge nothing beyond their physicality as only doing half the work a true Sinta needs to do, and therefore lazy. If the mind is not challenged along with the body, one becomes imbalanced and will eventually fall. To push those in the Prairie to their absolute limits, as a Sinta grows up they will be given a set of challenges, mostly devised by their parents, or passed down through clan traditions.&lt;br /&gt;
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== At The Mercy of the Mountains ==&lt;br /&gt;
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The mountains that surround the basin which the Sinta of the Prairie call their home are the beating heart of tradition and culture within the Prairie. With the peaks piercing the clouds, they present an environment rarely found on Moghes, and the perfect place to test a Sinta to their limits. For this reason, the mountains have never been truly mapped, and no proper trails exist beyond the road and rail line that connects the Prairie with the rest of Moghes. Every clan will have a peak they call theirs, by tradition far above the tree line. Given the limited peaks that reach high enough however most peasant clans “share” a peak with one or more clan(s), while noble clans tend to have peaks to which they can fully lay claim. These claims are never enforced, as the mountains are viewed to be the challenge for all those who wish to test themselves. The highest peak in the range, known as Jakali’s Nest, is claimed by the Ozmakali clan who rule Tzonia. It is believed the name derives from pre-Th’akh religion when nomadic unathi could see the rising mountain on a clear day and believed it is where a powerful spirit god would observe the world, uncaring in the sky. Ascending a clans mountain to the summit is seen as [[Tza_Prairie#Day_of_Ascension | The final action of a Sinta before they become an adult and a full member of the clan]] as well as a [[Tza_Prairie#Penitent_Journey | penitent action for perceived misdeeds.]]&lt;br /&gt;
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= Education =&lt;br /&gt;
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== Young Ages ==&lt;br /&gt;
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By the time a hatchling has learned to walk and talk, a peasant will be assisting their parents in whatever work they may do. This form of challenge used to be more popular amongst the nobility, but has in recent times has fallen off heavily, in favor of more time for a hatchling to develop within a protective environment. The time spent with their parents is supposed to fortify the hatchling and show them the ways of the world early on in life, so that they may begin to explore their place and desires. They will accompany their parents everywhere, to the market to purchase foods, fish, forge metal, or whatever it is their parents do. Somewhat ironically, this means that many peasant children will see more of Moghes than those born into nobility, who mainly stay within the protective keeps of their clan. Parents begin to instill hard working values such as determination and self-control into their hatchling, and those who attempt to resist this installation are either simply outcast, or pressured through physical and mental means until they bend. This practice is viewed many in the more enlightened areas of Moghes such as the Skamader Pennisula as little more than child abuse, and many petitions have been made and presented to both the lords of the land and their overlord attempting to halt the practice. However, none have yet succeeded. Failing to bring up a hatchling in the ways of the prairie, has ironically been used as reason for relocating the hatchling to a different family by the local watchmen. A hatchling&#039;s youth is considered to end around the age of 9, when they and those sinta in their village or city do the work of their parents for a full day. This day is called the [[Tza_Prairie#Hatchling&#039;s_Anointment | Hatchling’s Anointment]].&lt;br /&gt;
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== Early Teens ==&lt;br /&gt;
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Once a hatchling has completed a Hatchling’s Anointment, they are considered no longer a child, but not yet an adult. Many Sinta apply for guild apprenticeships at this time, more on which can be found [[Unathi Guilds]] here. This is also the point when clan elders begin to become involved in the education of the young Sinta. Peasant Elders are known to be far more strict than those of the nobility. They take over from the parents and begin to school the juveniles who are of age. One of the first things done by nearly every clan within the prairie, noble or peasant, is an explanation of the clan&#039;s traditions, and why the values their parents attempted to instill are so important. Those who were floundering or beginning to crack under the pressure will at this point either learn to deal with the way of life of the prairie, or break and are disowned by their clan for disrespecting their elders. Clan elders will usually give those they know to be struggling extra tasks outside of normal routine, with the driving idea being forcing a Sinta to “catch-up” to their peers. With the threat of being disowned a constant sword of damocles over the heads of those struggling, most manage to mend their ways in the eyes of their elders. Those who will not or cannot are given a final test. They must complete a [[Tza_Prairie#Penitent_Journey | Penitent Journey]] to their clan&#039;s mountain. Unlike most penitent journeys, a modern piece of equipment is given out, a simple satellite locator with an SOS function. Should the penitent young sinta be unable to withstand the journey, they can simply click a button, and other members of the clan will begin to make their way to rescue them. This makes the penitent journey more a test of self-control and discipline rather than one of physicality, for if the button is pressed, the penitent will be disowned and sentenced to the life of a Guwan by their clan. Many take this route, preferring life, however horrid, to the cold embrace of death. Many more have died atop summits, starved and frozen attempting to earn the recognition of their clan, eventually doing so and being cremated on pyres so that their soul may continue.&lt;br /&gt;
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Clan Elders, after they believe their pupils to have been schooled enough in the ways of the clan and possessing the right mindsets will start something similar to a contemporary school. For the peasantry, this is done on days of rest or at dusk, as working parents will still need all the hands they can find for the chores of the day. The nobility on the other hand will tend to have this school consistently throughout the week, as they have much more time they can spend learning. Classes for the peasantry will include basic skills such as how to repair tool or other pieces of equipment that have broken, how to do basic first aid, and how to fulfill the obligations required of them by their faith and clan. Classes for the nobility will include maths, protocol, the political nature of the Hegemony, the condition of the wider spur, and other more intellectual pursuits. Due to the Th’akh faith of the Prairie, these classes are given to both female and male unathi, however male peasants are given extra classes in basic fighting to prepare them for the levy should it be called up; and male nobles given fighting and tactics classes incase they should need to lead the levy. Those in apprenticeships will also receive these classes, and extra help from clan elders with their apprenticeship. Those in clans and villages with shamans who believe in the soul of the fishermen and have a soul of the fishermen will be given extra instruction on hard skills by the clan elders, and will usually be shunted into an apprenticeship for a hard trade as quickly as possible. Teachers from outside the Prairie are rare, but the occasional pilgriming shaman will sometimes be invited to teach a class about the faith.&lt;br /&gt;
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By the time a Sinta has reached the age of 15, they will have completed their education by the clan elders, and they will be announced eligible for ascension after the [[Trials of Riz’dabari]]. This trial involves a hunt of a certain type of beast or Sinta, and is meant to show an almost adult Sinta why the skills they learned are so important. Common hunts for peasantry include hunting a herd of wild [[Hegeranzi]], or clearing out a [[Siro]] nest in the mountains. If a peasant clan has too few teens to effectively do either of these, they may partner with another clan in a similar position, or ask a bigger clan to allow their juveniles to accompany them. A noble hunt commonly involves hunting wild [[Tul’s]] or even a Guwandi if the teen is thought strong enough. However in more recent years due to the growing issues of the wasteland and delicate food supply, hunting animals for a test when they can be left alone to reproduce to then create more food is frowned upon, it has become more and more common for teens to attach to the Levies and go hunting other Sinta. Originally thought up by Lord Ozmakali as a way to show his heir how to command armies, he marched over the mountains to the aid of Overlord Hutay’zai, hunting down a Gangawaryn band that had raided a mining operation south of Kutah near the Torn Cities. Upon hearing this news, many peasant clans pleaded with Lord Ozmakali to allow them to also send their sons and daughters with part of the Levy to hunt those who have no honor in the wasteland. Lord Ozmakali readily agreed, and now teenagers march along their fathers over the mountains to the Tzuszah Wastes or the T’kaza dustbowl to hunt their new prey. The only requirement of this challenge is survival, it is meant to show the fragility of life; the reason a Sinta must have the self-reliance, grit, and discipline to survive no matter the odds against them. &lt;br /&gt;
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== Ascension to adulthood ==&lt;br /&gt;
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Ascension to adulthood is a year after a Sinta has completed their first successful hunt during the Trials of Riz’dabari. At this point due to either their persistence or their conformity, they are viewed by the clan as being good enough to join its ranks. This thought and feeling remain, which is why, unlike other tests, ascending to adulthood can be attempted as many times as a Sinta needs to accomplish it. The test, known as The Lonely Crusade, is a long and arduous hike through the mountains which surround the Tza Sea ending at the clan’s mountain on the new year. Participants are given limited maps of the mountain range, and whatever gear the clan can furnish them with. For this reason, nobles are easily able to complete the test given their technologically advanced equipment, compared to the peasantry. The length of the journey varies from clan to clan, but the general time frame is about a month where the aspirant is all by themselves making their way along the mountain range. This is the ultimate test of a Sinta’s self-reliance, discipline, and grit, as the distance to be covered will be near impossible to complete within the given timeframe. Aspirants are also commonly required to retrieve certain items along their route and carry them to the end. This could be a rock from the summit of a certain mountain that is far out of the way of the optimal route of travel, or logs with which to build a fire on the summit of their clan&#039;s mountains. These extra challenges will usually not be known until the very moment the test begins, and are to show that however well they’ve been educated or how determined they are, life will always find a way to be difficult, and the requirements to succeed will not always be straightforward. Lying about having completed this ascension is the biggest dishonor upon a Sinta, and will most likely lead to whoever has done so being declared Guwan.&lt;br /&gt;
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The clan in its near entirety will hike up the mountain to greet the aspirant on the new year, carrying supplies for the celebration of their new member. However, very few Sinta complete their Lonely Crusade on their first try, even nobles. Those that do are wildly celebrated by their clan, and go on to become icons within their villages. A vast majority of Sinta take at least three tries to complete their lonely crusade, with the record being 51 tries. As the trial can only be done once every year, this means that many Sinta within the Prairie are not considered full adults until they are 18-19, later than most unathi. It matters not to the clans however, who will patiently wait days or weeks after the aspirant should have arrived, to greet them with open arms for merely having completed the challenge. Some wait for months, constantly having at least one member waiting on the summit for their kin to return, only to eventually come to terms with the fact that they will unlikely see them again in this life, and search for their body so that they may be properly buried. For those who succeed, on their first try or not, await celebration from their clan. Celebrations differ from clan to clan, however, nearly all are joyous occasions, with praises lauded on the successful aspirant. Noble clans, who have their summits to themselves, will have their new adult’s name chiseled into the rocky summit so that it may remain there forever. This has led to some summits, particularly those of ancient noble clans having tens of thousands of names chiseled onto them. These are the most complete records of clan members and lineage post-contact war; using population science, it is also estimated they date back more than 3 millennia and started shortly after Unathi ceased to be a nomadic species.&lt;br /&gt;
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= Challenges =&lt;br /&gt;
[[File:Replacement_Image.png|The snow caps of the mountains stretch far above the Tza Sea, making climbing them incredibly difficult feats.|thumb|200px]]&lt;br /&gt;
== Penitent Journeys ==&lt;br /&gt;
A penitent journey is a journey to a clan’s peak by a member who has failed the clan in some way. This could be committing a crime, forsaking the clan for another without permission, or simply not living up to the expectations of the clan. The difficulty of the journey depends on the infraction committed, with lesser infractions merely requiring a quick summit, followed by an immediate return, and heavy infractions being essentially death sentences, demanding weeks on the summit with whatever can be carried in. Equipment beyond a backpack and minor provisions are rarely provided to the penitent, as it is seen as making the journey less painful, limiting the impact.&lt;br /&gt;
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= Holidays =&lt;br /&gt;
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== Hatchlings Anointment ==&lt;br /&gt;
Held on the last day of Versakh, the human date of May 22nd this is a day where young children, all about nine years old, use what they have learned so far in life at the side of their parents to fulfill what would normally be their parents duties. This is not a total change, Watchmen and other key positions will still be adults, but accompanied by several children who will be the ones to deal with the day-to-day minituate of those jobs. For those parents and adults who no longer need to work, it is a day of rest and socializing before the upcoming season of work in Kasavakh. At dusk, after the work day is complete, festivals are held in all towns as a final celebration and time of relaxation before the work begins. Common activities are sunbathing, drinking, and socializing in public places. After this holiday, a Sinta will no longer be considered to be just a hatchling, but a young teenager who can handle more responsibility.&lt;br /&gt;
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== Trials of Riz’dabari ==&lt;br /&gt;
Beginning on the first day of Versakh, on the human date of January 7th the Trials of Riz’dabari are a massive hunt throughout the Prairie, now primarily organized by the Ozmakali clan. Partial levies are called up from clans who have young sinta of age for the hunt, and forces marshaled together. Hunts were normally the hunting of animals, as the name suggests, but as of recent years, most of the hunts have taken place around the Tzuszah Wastes around the City of Kutah, attempting to exterminate the Gangawyrn menace there. While these are not safe affairs, very few of the teenagers who participate have perished in the hunts. Some bear scars, while others bear more permanent marks such as missing toes or fingers. The IAC has repeatedly denounced these hunts and pleaded with the Hegemony to ban them outright, not only due to putting children into harm&#039;s way, but causing unnecessary suffering throughout the wasteland. The hegemony has never replied to one of these pleas, and shows no sign of forbidding the hunts.&lt;br /&gt;
For those not on hunts, the work continues as always, with the only thing of note being a celebration on the eventual return of the hunters, congratulating them on their good work and prowess.&lt;br /&gt;
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== Glizkin’s Remembrance ==&lt;br /&gt;
In the very middle of Kasavakh, on the human date of August 16th Glizkin’s Remembrance is a day of rest and reflection on the work so far completed during the season. Named after an ancient unathi who may be more myth than reality, Glizkin was supposedly a member of a prominent clan within the Prairie. Raised with the same practices used now, Glizkin got to his day of ascension without much issue, and attempted to fulfill his Lonely Crusade. He failed his first time, which was not unheard of, however, what is unheard of is that he failed, the next, the next, the next, and continuously, until he was old and still attempting his Lonely Crusade. Many thought he would never achieve it, and shook their heads at his stupidity for continuously trying. However, after 51 separate attempts, Glizkin finally managed to complete his Lonely Crusade, at the age of 67. He was met with joyous bellows and love from his clan, and has come to be an icon of the determination and grit every Sinta should strive to have. He passed away before the next year was out, and the day of his death became Glizkin’s Remembrance. &lt;br /&gt;
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== Day of Ascension ==&lt;br /&gt;
The final day of the Lonely Crusade is marked by the Day of Ascension, during which all Sinta who passed their Lonely Crusade are now considered Adults. On this day nearly all Sinta who belong to clans and are not immediately tied down by their work will hike up to the peak of their mountains, waiting to greet their kin. It is normally held on the first day of Travahk, or November 10th. Those that succeed arrive to wild celebration, while those who do not find a more subdued celebration awaits them upon the summit. Once these celebrations are complete, the hike down commences, and life returns to normal for most of the clan.&lt;br /&gt;
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=Art=&lt;br /&gt;
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One could be surprised that traditional art among the inhabitants of the Tza Prairie revolves around something as apparently sweet as flowers. That would be misunderstanding the entire reason behind the presence of these flowers, of course. Vegetation high in the mountains is rare, and the few plants that get to truly thrive in this harsh environment are as hardy as its inhabitants, thus the s’erki mountain flowers (meaning “rock petals” in Sinta’Azaziba) have become an integral part of arts in the Prairie. Some rare unlucky clans would occasionally be lacking proper “objectives” for their Trials of Riz’dabari, and they would, in the past, instead ask their young men to go gather large numbers of s’erki flowers. Once brought back, these plants, while not edible, could be crushed for pigments, with colors varying between tones of purple, and in rare cases, orange. These colors were applied to clothes but also used to decorate structures, and even make the occasional rare paintings.&lt;br /&gt;
Originally, the pursuit and mastery of arts were rarely considered by prairie locals, and though art itself was not frowned upon, the practice of such things seen as frivolous in the face of proper work was taking the risk of being seen as lazy and dishonoring one’s clan. That is, until around five centuries ago, when the use of s’erki flowers for pigmentations started to grow more popular around five centuries ago, with most of the prairie’s clan welcoming this new tradition. Becoming a dedicated artist became more accepted from then on, at the condition of course that their art would be of quality (quality generally estimated by the S’erki Guild, formed soon after the popularization of the flower’s use, dedicated to the gathering of the flower, as well as its processing, use, and even export to lands all across Moghes) and that the artist would go out and gather flowers themselves. In any case, most of the traditional art in the prairie would revolve around the depiction of mountains and valleys, landscapes common to the locals of the Tza prairie. Though there can be more colors, most pieces try to rely as much as possible on the S’erki’s orange and purple colors, as the more it is present, the more the artist shows their hard work in gathering as many flowers as possible.&lt;br /&gt;
Aside from visual arts, singing is also popular, and more accessible to most inhabitants of the Tza Prairie. Signature “Tza Chants&#039;&#039; do not employ any instruments, yet are not strictly a capella. Along with deep, guttural intonings accompanying the main singers, these chants are often accompanied by stomping, clapping, tail-thumping, or claw-tapping, any sound that could be made all the while work could be done.&lt;br /&gt;
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= Food =&lt;br /&gt;
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The Sinta of the Tza Prairie, like most Sinta across Moghes, eat primarily fish, caught in the sea that the mountains surround. Where they diverge from the rest of Moghes is the seasoning they place on their diet of protein. The mountains that surround the Prairie have a unique ecosystem that provides a bounty of unique mountain berries, herbs, and other fresh flavors that the people of the prairie use to season their foods. The result of this is the prairie’s dishes being known to have a clashing taste of sweet berries with salty, flavorful herbs that mix within a Sinta’s palette with different levels of intensity. Food is usually prepared and eaten communally within a clan for two meals, those being the mid-day meal, and the evening meal. The morning meal is usually left-overs from the previous nights evening meal, and eaten during or on the way to whatever work a prairie Sinta may have.&lt;br /&gt;
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= Entertainment =&lt;br /&gt;
The Sinta of the Tza Prairie, even in their time of relaxation, persist in the spirit of determination and self-improvement that is their characteristic trait. Their love of challenges extends to their entertainment, with most such activities being competitive - pitting Sinta against one another in some capacity. Wrestling is a popular pastime among the men of the Tza Prairie - some Sinta historians have speculated that the original inspiration for the Zandiziite Games lies with the wrestling contests held by some of the Prairie’s mountain clans. Whether or not this is true, Zandiziite competitors from the region have always been watched with a keen eye by enthusiasts of the sport, with warriors from the Prairie having claimed the title of champion many times since its ancient origins. &lt;br /&gt;
Similarly in the spirit of challenging oneself, mental challenges such as puzzles and riddles are a popular contest in the Prairie, and often feature in the region’s folklore. Tales of heroes outwitting malicious spirits and monsters are common, often in games of riddles presented to the protagonist. At times of celebration, contests both mental and physical are common, with young Sinta clamoring to demonstrate their worth against these challenges.&lt;br /&gt;
Among the young men of the Prairie’s noble clans, duels for sport are common, whether in unarmed combat or with weapons. These are usually fought to first blood or submission, and serious injury or death rarely comes from it. While some are dismissive of this as puffed-up hatchlings wasting their own time, the sport has achieved quite a following in the region, and consistently scores highly on Unathi television ratings. While not as popular, noblewomen of the Prairie engage in similar contests of honor, usually seeking to demonstrate their mental acuity against an opponent through complex puzzles or some similar trial. &lt;br /&gt;
Perhaps surprisingly, the Tza Prairie has a surprisingly vibrant culture of cinema. Largely produced in Kutah, filmed adaptations of ancient stories are commonplace. These are generally celebrated by the locals and considered somewhat inscrutable by those not already familiar with the culture that they’re steeped in. One Tza film has achieved widespread success, however - The Lonely Crusade, an adaptation of the tale of Glizkin. While the specific rituals are obscure to the wider Hegemony, the tale of the old Sinta’s final climb struck a chord in the hearts of Sinta all across Moghes and beyond, and achieved favorable reviews, and there are rumors of an official Tau Ceti Basic version being released for non-Sinta audiences. However, some locals claimed that the film made unthinkable changes to the ancient tale, namely the addition of a young nobleman on his first Crusade acting as a ‘sidekick’ of sorts to Glizkin.&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Izweski_Heartland&amp;diff=38622</id>
		<title>Izweski Heartland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Izweski_Heartland&amp;diff=38622"/>
		<updated>2026-02-23T23:13:35Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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== Overview ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;This land is the heart of the Hegemony. So long as it and its people stand, the Izweski shall reign eternal!&amp;quot;&#039;&#039; -Abridged quote from Hegemon Sk&#039;resti Izweski following the end of the Contact War&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Map heartland.png|thumb|The region known as the Izweski Heartland, and surrounding areas]]&lt;br /&gt;
The Izweski Heartland, also known as the Sk’akh Heartland, is a region of [[Moghes]] in the Untouched Lands, stretching along the northern coast of the Moghresian Sea. Since the rise of the [[Izweski Nation|Izweski Hegemony]], this region has been the centre of their power and influence, being nearly entirely spared from the [[Contact War]] thanks to Izweski anti-air and missile defence systems. The Heartland’s relevance continues well into the modern day, being the most populous and influential region of Moghes, and home to the Izweski clan themselves.&lt;br /&gt;
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While one might assume that the Heartland is ruled by the Hegemon directly, this is not the case. While [[Notable Unathi#Not&#039;zar_Izweski,_Izweski_Hegemon|Hegemon Not’zar]] and his clan do primarily reside in Skalamar, his attention is dedicated to the Hegemony as a whole - and as such, the region lies under the rule of Overlord Trikzara Sirax; brother to the Clanmother Izweski and ruler of the Izweski Heartland, from his seat in Skalamar. With the flood of refugees from the Wasteland, Overlord Sirax stands in a difficult situation, as the region grows more and more overpopulated. To many, Skalamar and the Heartland are one and the same - it is the most populous city on Moghes, and the centre of power not just for the region, but for the Hegemony as a whole. The city, however, is overpopulated and dangerous, with large slum districts having risen outside the city’s walls, erected by Wasteland refugees following the Contact War. However, in the Gold District, home to the keeps and palaces of the nobility, some of the most elegant architecture of the city can be found. Rising on the hill that Skalamar is built around, Keep Izweski can be seen - the beating heart of the Hegemony, where Hegemon Not’zar holds his seat of power. A single road leads up to Keep Izweski, heavily secured by the City Watch and the Guwan Guard.&lt;br /&gt;
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Skalamar is by far the place that aliens can be seen the most in the Hegemony - representatives from every brood of the K’lax dwell within the city, as well as hundreds of [[Vaurca]] workers and warriors from the Hegemony’s vassal hive. Many humans, usually mercenaries or Hephaestus workers, also make their homes in the city - as well as thousands of traders, tourists and drifters that can be seen in the Skalamar spaceport. While a few from any of the Spur’s species can usually be found in the city, Vaurca and humans are the only ones to make up a significant portion of the population, with [[Tajara]], [[Skrell]], [[synthetics]] and [[Dionae]] being rare sights. The city also marks the historical centre of the [[Sk&#039;akh|Sk’akh Church]], being home to the Third Scept of Sk’akh - rebuilt from the rubble after the Second Scept was destroyed during the [[Contact War]]. The city has a vast majority of Sk’akh, with other faiths being barely practised within its walls. Since the exile of High Priest Unzi, however, the Church has been divided and leaderless, and many whisper that its power in the modern age of the Hegemony is gone, never to be recovered. &lt;br /&gt;
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To the northwest of Skalamar lies the city of &#039;&#039;&#039;To’ha’dat&#039;&#039;&#039;, a sprawling and filthy city, home to most of the industrial base of the Izweski Heartland. While its industry does not compete with the larger manufacturing bases of the [[Southlands]], it still produces much of the Hegemony’s consumer goods, and is a stronghold of many industrial guilds. However, as the Hegemon and Overlord Sirax continue to deal with [[Hephaestus Industries]], more and more of the local guilds find themselves in a struggle for influence against the human megacorporation - one that, if it continues, they will surely lose. To’ha’dat is also a centre of Sk’akh, with its ruler, [[Notable Unathi#Lord_Glatazk_Yu&#039;huni,_The_Pious|Lord Glatazk Yu&#039;huni]], being fanatically faithful. He has proven fiercely loyal to the Church, even to the extent of raising his banners against the Hegemony during the [[Unathi Recent Events#Not&#039;zar&#039;s_Civil_War_(2462)|Izweski Civil War]]. While he remains a staunch ally for now, he is unhappy with the current state of the Sk’akh Church - and should the Church take action against Not’zar, one of the Heartland’s most powerful nobles may rise with them.&lt;br /&gt;
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Further to the east, at the foot of the mountains separating the Heartland from the [[The Wasteland|Northern Wastes]], the city of &#039;&#039;&#039;Imas’hi&#039;&#039;&#039; stands. This city has been the financial heart of the region since the days of the Sarakus Hegemony, when the banking guilds consolidated their power. Even following the Contact War, Imas’hi remains extremely wealthy - though more of this wealth is funnelled to the city’s ruler, the Lady-Regent Amz’izi Kiae, who many suspect of the murder of her husband in a bid for power. Lady-Regent Kiae and her clan have grown incredibly wealthy in recent years, even as the city falls into squalor, with refugees from the Wasteland being thrown into overcrowded slums. In large part due to the influx of Wastelanders, the city is now split evenly between Th’akh, Sk’akh and Si’akh, leading to high rates of religious crime in the slums. However, so long as the credits keep flowing, the Lady-Regent will consider her rule successful - and given her aptitude for the politics of her position, it would take catastrophe to see her unseated. &lt;br /&gt;
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Near the borders of the Eastern Wasteland lie the cities of &#039;&#039;&#039;S’th&#039;&#039;&#039; and &#039;&#039;&#039;Baandr&#039;&#039;&#039;. These cities have historically been rivals - though following the Contact War, S’th has seized much of Baandr’s lands. While S’th is now the wealthier of the two cities, almost all of that wealth has flowed straight into the hands of its ruler - the corrupt Lord Karkatus. As trade over the Moghresian Sea, and wealth from the stolen lands of Baandr flows in, the Karkatus Clan and their lackey guilds grow rich, even while the peasantry suffers beneath the ongoing famine. While Karkatus is corrupt, and mismanaging his lands extensively, he toes the line enough that he has fallen beneath the notice of Overlord Sirax - at least, for now. &lt;br /&gt;
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&#039;&#039;&#039;Baandr&#039;&#039;&#039;, ruled by [[Notable Unathi#Mizaruz_Izweski,_Lord_and_Izweski_Lord&#039;s_Claws|Lord Mizaruz Izweski]], is a smaller city - Lord Mizaruz is not a terribly effective ruler, and is easily overwhelmed by the difficulties of his position. Were he not of the Hegemon’s own clan, he likely would have been unseated by now - but as it is, he holds onto what remains of his lands, and makes plans to take back what is his from the upstart Karkatus to the west. Baandr was once the stronghold of the Marazilite Order, also known as the Iron Masks - but after the exile of High Priest Unzi and the disbanding of the Order, their presence has largely been replaced by Sk’akh Priests of the Warrior. The city is almost entirely and militantly Sk’akh - and while Skalamar is its heart, Sinta historians believe that the region around Baandr is where the religion has its origins. The city is also known for its peculiar vines that cover almost every building. During Versakh, they bloom colourful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city.&lt;br /&gt;
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== Culture ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Sk&#039;akh&#039;s scales, you sound just like those Coalition traitors. Alien influence, corruption of Unathi ways, so on, so on. Look around you! If this is what alien corruption is in your eyes, I welcome it.&amp;quot;&#039;&#039; -Vharak Kssighriss, Hephaestus shuttle technician, on the prevalence of the human megacorporation in the Heartland&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Unathi hologram.jpg|thumb|A group of citizens watch the Hegemon&#039;s wedding via holoviewer - one of the many modern conveniences widely available in the Heartland.]]&lt;br /&gt;
The Heartlands have been known for centuries for their wealth, since before the Izweski ruled, and that is the stereotype that persists about Heartland Sinta, even the lowliest of peasants. It has historically been the first to receive the benefits of any new modernisation, whether by Sinta or alien hands. As such, Unathi from the Izweski Heartland are usually perceived as being worldly and having access to the full benefit of modern technology - which leads many to paint them all as soft and lazy. &lt;br /&gt;
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The Heartland is also known for its intrigue - it has been the centre of power on Moghes for nearly seven hundred years, and the intricate webs that have been spun between the noble clans of the region make the schemes of other Unathi look like child’s play. Even among the peasant clans, life in the Heartland is a constant struggle for advancement in life. As such, those from the Heartland are often viewed as being a proud and ambitious people - or, from a less generous lens, manipulative and untrustworthy. &lt;br /&gt;
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The Sinta of the Heartland are, perhaps unsurprisingly, some of the most patriotic citizens of the Hegemony. To them, the Izweski are not simply far-off rulers, and they are not simply a part of the Hegemony - it is their Hegemony, and criticism of it is likely to see one ostracised. While there is some criticism of Hegemon Not’zar, in the Heartland he is generally beloved by the peasantry - even as the famine drags on. Izweski banners can be seen flying far and wide across the region, being as common as local clans’ heraldry almost everywhere. Similarly, the Traditionalist Coalition is hated with passion in the Heartland. They are viewed as backwards savages and treacherous cowards, who nearly brought Moghes to ruin by beginning the nuclear war. While many Traditionalist refugees have come to the region since the end of the Contact War, they are often discriminated against and derided by the locals as traitors and the spawn of traitors, and will often be treated as barely a step up from Guwan.&lt;br /&gt;
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As one of the only regions of Moghes untouched by the nuclear exchange, refugees from across the planet have flooded to the Heartland seeking safety and prosperity. The peasantry of the region have found this objectionable, with many deriding the refugees as useless mouths to feed, opportunists looking for a handout, or traitors seeking to hide from the sins of their land in the case of refugees from the former Traditionalist Coalition&#039;s kingdoms. Similarly, many of the refugees resent the locals for this treatment, knowing full well that the Heartlanders would do the same if their positions were reversed. Clashes of culture and religion are common between these two groups, with the refugee population largely being responsible for the spread of non-Sk&#039;akh faith in the region. Many of the slums in the region&#039;s major cities are filled with these refugees, desperate for work, food and prosperity. To make ends meet, many of them turn to crime, a fact which only further incenses the local population&#039;s beliefs about them. &lt;br /&gt;
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Many of these refugees can be found in Ima&#039;shi, where the Lady-Regent has welcomed them with open arms in an uncharacteristic show of kindness. Through the city&#039;s banking guilds, loans and charters are often extended to these refugees to provide them with work or land on which to settle - however, these contracts are extremely one-sided, and many of the refugees who have come to the city have found themselves in enormous debt to the guilds and the city&#039;s nobility, winding up in a state of indentured servitude. This arrangement has aided the spread of Si&#039;akh in the city, with many of those trapped by the guilds&#039; predatory financial practices finding themselves in agreement with the Prophet of Flame&#039;s views on the greed and corruption of the nobility.&lt;br /&gt;
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Hephaestus Industries has also extended a hand to the refugees, through a program partially funded by Overlord Sirax in the hopes of both improving the local economy and dealing with the refugee crisis. Hephaestus hires many of these Wastelanders, paying for training in new professions, before sending them to work on one of its offworld installations. The promise of good money and a better life leads many of the desperate to take these offers in the hopes of improving their own lot and that of their clan and kin. Through this arrangement, Hephaestus profits, the Hegemony makes more money from taxation of the megacorporation, and the refugees are no longer the Heartlands&#039; problem. Though an efficient solution, many of the local peasants resent it, seeing these refugees being given what in their eyes are cushy positions with a human guild.  &lt;br /&gt;
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== Faith ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;And in those days, when the world was forged anew, the Three in One struck Their hands upon the ground and spoke. &#039;Here shall be Our temple, and from it shall Our faithful go forth&amp;quot;&#039;&#039; -Quotation from a Sk&#039;akh myth, believed to refer to the founding of the First Scept&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Heartland is overwhelmingly Sk’akh, as the historic centre of the Church’s power. However, there is some presence of other faiths within the region. Imash’hi, due to the influx of refugees from the Wasteland, is evenly divided between Sk’akh, Th’akh and Si’akh - a state of affairs which has caused much tension, as the overcrowded slums frequently give rise to vicious religious violence, which the Lady-Regent seems unable or unwilling to quell. &lt;br /&gt;
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Though one would not expect to find the [[Aut&#039;akh|Aut’akh]] in the Heartland, with the faith having been branded as a dangerous cult and outlawed across the Hegemony, one of the largest undercity communes of Moghes lies beneath the streets of Skalamar. The sewer system of the city, an ancient and labyrinthine construction, holds potentially hundreds of cybernetically enhanced Unathi, struggling to survive day by day and grow their faith. For Aut’akh seeking to get offworld, the Skalamar commune is their best bet, as the sheer size of the city’s spaceport makes it easy for them to sneak passage offworld with some of the less-than-reputable captains who dock there.  Overlord Sirax has been trying, to little avail, to crack down on the Skalamar commune - however, the City Watch is already strained to keep the peace as is, and while the Aut’akh faith may be viewed as an abomination, the amount of trouble it causes is relatively small, leading to it being treated as a low priority by local law enforcement. &lt;br /&gt;
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== Holidays ==&lt;br /&gt;
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Victory Day is a holiday of contrasts - a celebration of Izweski victory in the Contact War, and a subdued mourning for the lives lost to what the locals tend to consider solely the crimes of the Traditionalist Coalition. Traditionally, it is a day of rest and respite, with Sinta gathering with their clan-mates and loved ones to remember what they treasure, and spending the night in a quiet and subdued ceremony, to honour the souls of those destroyed in the nuclear exchange. &lt;br /&gt;
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Traditionally, there are three main holy days of the Sk’akh Church, each dedicated to one of the Great Spirit’s three Aspects. The Day of the Warrior falls in the heat of Versakh, and is generally a time of wild contests of strength and skill, as well as a day when many young men seek to join with the City Guard or their local lord’s personal forces. The Day of the Fisher falls during Kasavakh, and is a day of feasting and merriment, in thanks for the labour of the fishers, which makes life possible for all. The Day of the Healer falls in Travakh, and is a day of reflection on how even in the darkest and coldest of times, Sinta are blessed with Sk’akh’s grace, and the power to bring life into this world. &lt;br /&gt;
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The anniversary of a Hegemon’s coronation is also customarily a holiday within the Heartland - though the anniversary of Not’zar’s is a mixed occasion, as it reminds all too many of the madness of Hegemon Sk’resti, and the doom he nearly brought to Moghes. However, it is still a joyous occasion, with Izweski banners flying in the streets, many peasants and guildsmen being given time off their work, and celebration of the glory that the Hegemon is sure to bring to all Unathi, in time. &lt;br /&gt;
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== Education ==&lt;br /&gt;
[[File:Izweski citadel.jpg|thumb|A sunset over Keep Izweski, the center of power in the Hegemony for over four hundred years and a frequent subject of the Heartlands&#039; curriculum.]]&lt;br /&gt;
The Heartland is one of the most prosperous and developed regions of Moghes, having seen heavy investment from first the Sarakus and then the Hegemony. As a result of this, it has one of the most comprehensive education systems of anywhere on the planet. Early into the reign of the Izweski, they worked to continue the Great Endeavor of their predecessors, establishing a system of public schooling across their lands. Schools in the Izweski Heartland are standardised across the board, running through to the age of sixteen in conjunction with the traditional on-the-job learning seen elsewhere. They cover [[Unathi History|Moghresian history]] from the founding of the First Hegemony through to the Contact War, though naturally from a very pro-Izweski point of view, as well as Sinta&#039;Unathi literacy. This school system is part of how the Sinta&#039;Unathi language initially spread so rapidly, with the Hegemony suppressing the use of other languages in the school environment in order to promote the cultural unity provided by Sinta&#039;Unathi - a practice which has largely ceased due to the language&#039;s prevalence in the modern day. &lt;br /&gt;
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The schools of the Heartland are viewed as a point of pride by many locals, as a sign of the Izweski&#039;s care for their subjects and of how their homeland has always been on the forefront of progress. They are viewed less favorably by Unathi from other regions, however, with many non-Hegemony subjects viewing them as little better than a propaganda-pushing vanity project of the Izweski. However, it is indisputable that the average Unathi of the Heartland has a better education than can be found in many less developed regions of Moghes. &lt;br /&gt;
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After the age of sixteen, most young Unathi will head to work in the traditional trades of their clans - though the Heartland is somewhat unique in the range of opportunities offered, with many of the most prominent Guilds headquartered in the region with keen eyes for new talent, as well as the constant presence of Hephaestus Industries. The human megacorporation may be viewed with suspicion by more conservative Unathi, but to many of the peasantry Hephaestus represents a unique opportunity for bringing wealth and prosperity to their clan and kin. Unathi from the Heartland are seen nearly anywhere that Hephaestus operates in the Spur, with the corporation often shipping them out as migrant workers to their facilities in [[Republic of Biesel|Biesel]], [[Elyra]] or the [[Coalition of Colonies]]. This acts as another avenue for further education, with many Unathi workers gaining valuable skills in their employment with Hephaestus.&lt;br /&gt;
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In terms of higher education, the Izweski Heartland is home to several prestigious universities - the most notable of these being the famed Skalamar [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|University Of Medicine]]. Home to some of the brightest medical minds of the age, the Skalamar University of Medicine is the foremost medical institution on Moghes, tied deeply to the [[Unathi Guilds#House of Medicine|House of Medicine]]. Aside from this, Skalamar is also home to the Skalamar Academy of the Natural Sciences, one of the greatest centers of learning on the planet. Scientists from the Skalamar Academy have stood proudly at the forefront of Unathi progress for centuries, and continue to in the modern day, with exposure to alien technology having driven a new age of scientific innovation. It was Academy graduates who designed the crude rockets that bore the first colonists to [[Ouerea]], and who designed many of the weapons used by Unathi military forces in the modern age. In recent years, the Academy has controversially invited several prominent K&#039;lax workers in relevant scientific fields to act as lecturers - a decision which has angered some of the Academy&#039;s more conservative donors.&lt;br /&gt;
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Outside of Skalamar, the city of Baandr is home to the Baandr College of Spirits, a Sk&#039;akh institution focusing primarily on theological education and consideration of the higher mysteries of the Three in One. Many of the higher-ranking priests of the Church are graduates of this institution, as well as many of the nobility who consider themselves particularly devout. Outside of the city, the College is often considered to be an outdated institution of mysticism and prophecy, but the Church maintains its benefit to society at large in ensuring the spiritual knowledge and well-being of the Unathi people. &lt;br /&gt;
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In Imas&#039;hi, the banking guilds have long operated the Imas&#039;hi School of Business, an institution that has shaped the course of Moghresian economics for decades. Members of many of the prominent Hegemonic Guilds have studied within its halls, with the Merchants in particular favoring it for obvious reasons. Among its most honored graduates is the controversial Yukal T&#039;zakal, Hephaestus Industries&#039; Sector Administrator for the Hegemony - a man who is despised as much as he is admired, and indisputably the architect of Hephaestus&#039;s influence in the modern Hegemony. His niece, Azihoa T&#039;zakal, is a recent graduate, who came to prominence in Izweski society after an attempt to court the Hegemon in 2465 - though it remains unclear whether she will follow in her uncle&#039;s footsteps and seek to rise within the ranks of Hephaestus.&lt;br /&gt;
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Lastly, S&#039;th is home to the University of S&#039;th, one of the oldest institutions of learning on Moghes - having existed in one form or another since the fall of the Kres&#039;ha&#039;nor Hegemony. This university has, in recent history, largely been viewed as a place for spoiled noble children to waste their family&#039;s money on frivolous pursuits - though it has seen a rise in prestige with the ascent of Hegemon Not&#039;zar, unquestionably the university&#039;s most famed graduate. The University of S&#039;th has a focus on Sinta&#039;studies, with many of the greatest philosophers and intellectuals of the Hegemony having at some point passed through its doors.&lt;br /&gt;
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== Entertainment ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;My name, my honor, my birthright... all is stripped from me now, save my vengeance.&amp;quot;&#039;&#039; -Jharak Guwandi, &#039;&#039;The Waste Hunter&#039;&#039;(2460)&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Heartland has a thriving entertainment industry, having been the centre of Moghes’ television networks since their invention. The Keepers of Heirlooms oversee large parts of this industry, producing most of the movies and television series of the Izweski Hegemony. Some of the most notable productions of the Heartland are: &lt;br /&gt;
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&#039;&#039;&#039;Last Days of Kres’ha’nor&#039;&#039;&#039; - A historical drama series, focusing on the dying days of Hegemon Kres’ha’nor, in the moments before the First Hegemony collapsed. It follows a large cast of courtiers, including the Hegemon’s many vassals and children. The show has become wildly popular among both nobles and peasants, with strong arguments being held on Extranet forums as to which of the Hegemon’s children is most worthy of seizing his power. The show is currently awaiting its third season, with Hegemon Kres’ha’nor having finally died in a shocking moment at the end of the second season, with his heirs and rivals alike now preparing for war. &lt;br /&gt;
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&#039;&#039;&#039;The Waste Hunter&#039;&#039;&#039; - An action movie, focusing on the seasoned warrior Jharak Illisk, turned Jharak Guwandi. Drugged into unconsciousness as his own father, the lord of his city that he was sworn to protect was murdered by his corrupt and villainous brother, Jharak is made Guwandi and exiled to the Wasteland. Swearing to clear his name, he fights against raiders, Traditionalist holdouts, and assassins of the Shadow Service as he works to bring down his brother and restore the rightful heir to his lord’s seat. The film has received generally positive reviews, though some feel that it is too sympathetic to Wastelanders and Guwandi in its depiction.&lt;br /&gt;
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&#039;&#039;&#039;Venom Hearts&#039;&#039;&#039; - A television series primarily made for women, Venom Hearts is a story about the hardened spy and investigator, Zo’kaa Lhesk Yiia, as she runs her investigative business in the heart of Skalamar, solving crimes too tough for the City Watch. In the show’s many seasons, she has had numerous lovers both male and female, and come up against all sorts of adversaries - from the Shortclaw Clan to corrupt nobles and the assassins of the Shadow Service. The show’s seventh season recently aired, ending with Yiia’s desperate flight offworld, pursuing her arch-rival, a villainous noblewoman turned criminal mastermind, to the Republic of Biesel.&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Zandiziite_Games&amp;diff=38621</id>
		<title>Zandiziite Games</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Zandiziite_Games&amp;diff=38621"/>
		<updated>2026-02-23T23:13:26Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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==Overview==&lt;br /&gt;
An incredibly popular [[Unathi]] sports-game that dates back to the late 900’s. It is the most popular game and television series on both [[Ouerea]] and [[Moghes]], and remains a shared cultural phenomenon.&lt;br /&gt;
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=== History===&lt;br /&gt;
The first organized game was sponsored by the Kres’ha’nor Hegemony around 980 CE to promote a shared cultural identity. The Games persisted after the fall of the First Hegemony, with various regional interpretations of the Zandiziite Games cropping up as a peaceful means of competing for prestige and honor. The Sarakus Hegemony standardized the rules of the Games and began hosting them once more, with representatives of non-Hegemony nations often arriving to compete in the spirit of the Games.&lt;br /&gt;
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The games were suspended during the violence of the [[Contact War]] and only started up again in recent years.&lt;br /&gt;
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Some Lords put so much of their wealth into the games that the arenas turn into elaborate sets where defeated Zandiziites could be knocked off a hanging suspension bridge within the arena and plunged into a pool of water. Or, alternatively, the floor is covered in spikes for the drama of it all that are revealed to be padded foam when the contestants fall off the arena onto them.&lt;br /&gt;
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While sometimes intense and brutal affairs, the games are not meant to be lethal. Deaths have been a rare misfortune in the game’s history, but all contestants that die are buried with their mask with full honors.&lt;br /&gt;
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=== The Wrestlers ===&lt;br /&gt;
Zandiziites hopefuls usually compete in local pre-game trials until the ultimate champion is chosen. This champion is then gifted a mask and sent to the city where that year’s game is being hosted. They then spend the entire month in pitched, 1v1 or group mixed martial arts matches. Tournaments typically include traditional wrestling matches in an open-air arena, fighting with padded melee weapons with familiar fencing rules on point scoring, or even pitting the Zandiziites against one another in an obstacle course with ranged weapons like bows and crossbows with non lethal ammo, or more recently, laser tag guns.&lt;br /&gt;
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Because their identity revolves around their mask and the community they represent, Zandiziites are given pseudonyms. In the old days they were simply referred to by the name of their city such as “Zandiziite Skalamar”, but in recent decades with the onset of television broadcasts they’ve come to give themselves more attention-grabbing nick-names. Some notable contenders are Zandiziite ‘Battle-Thorn’ of Skalamar, ‘Bone-Snapper’ Kres’na’hor, and ‘The Flayer’ of Tzonia.&lt;br /&gt;
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=== The Masks And Zandiziite Drama ===&lt;br /&gt;
The masks of Zandiziite are chosen by both themselves and their clan alongside representatives or designers that work (or have been contracted to work) for their respective regions; for example, a Zandiziite from Skalamar would both have say in the size and perhaps minor designs or patterns of their mask, but would have to submit this to an artist or guildsman being contracted by the Sirax clan, or perhaps the Overlord himself, before being gifted the mask. For more authoritative parts of Moghes or Ouerea, a Zandi might get no say at all in the mask they wear, save for size and size alone. The masks are often blessed by elders or Shamans of the Zandiziite&#039;s and/or the Lord&#039;s clan before being given to the Zandiziite to wear during competition. The design (and occasionally the colors, though this is rare) will vary between Zandiziites, between years, but typically stick to symbols or flags and emblems most utilized by a region, given that&#039;s what they&#039;re representing at the end of the day, and it would not be in the spirit of the Games themselves if they were to constantly change. Some masks are more animal-like in appearance, whereas others can be form-fitting; it is incredibly rare if not impossible to see unorthodox masks worn by existing, well-populated regions, and sudden shifts of color or shapes are frowned upon except in the most extreme of circumstances, such as the end of the Contact War inspiring the regions to take on new designs or reinforce old ones, or an unmasking leading to a complete reimagining by that region&#039;s guildsmen or lord.&lt;br /&gt;
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Although the masks will always remain sacred, some Zandiziites from lesser-known or, on occasion, less respected regions will choose to modify their masks themselves. This can be seen as a noble goal or choice for the Zandi to make, interpreted as adding on to what they think their region is and by extent showing respect by continuing to give to it even when they have many-a fight ahead of them, or more often it is seen as offensive and tone-deaf, defeating the purpose of region masks at all if a competitor is just going to modify them and give them personal flair, leading to the disqualification or last-minute mask replacements of some Zandis. An &amp;quot;arc&amp;quot; of the 2460 Zandiziite Games involved a fighter from the Aut&#039;akh Valley pressing their claw into their opponent&#039;s blood and smearing it on their mask as intimidation, with their last fight against a representative from Sahhat ending in their defeat, and the Zandi of Sahhat smearing the Aut&#039;akh fighter&#039;s blood on their own mask. The Aut&#039;akh Valley&#039;s representative is the only fighter to be renamed midway through the Games, from &amp;quot;Metal&#039;s Disciple&amp;quot; to &amp;quot;Rainbow-Thresher&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Unmasking remains one of the greatest insults and acts of dishonor to ever happen to a wrestler. Although media influencers have attempted to drown out unmasking instances, the Imas&#039;hi and Darakath regions and their competitors have had lasting, and until recently, unsaid, hostilities towards one another after a Zandi of Darakath unmasked a Zandi of Imas&#039;hi, leading to a short bout of skirmishes that would be interrupted by the Izweski after a year or so of nonstop sabotage. In recent years, there has been an influx of media coverage and dramatizations that lean into a burning rivalry between the two regions and their corresponding lord and lady-regent, with the burning question of whether or not the latest Imas&#039;hi warrior will unmask a Darakath &amp;quot;usurper&amp;quot; but always ends in a normal match between the two, with no attempts at unmasking (none legitimately anyways--it&#039;s almost in good fun between the two competitors to &amp;quot;pretend&amp;quot; to attempt an unmasking, only to be thrown onto their back and have the position reversed).&lt;br /&gt;
&lt;br /&gt;
Deaths in the Zandiziite Games remain extremely rare, owed to the nonlethal nature of the Games. Those who do lose their life are buried with full honors and respects paid to them, with a copy of their mask (or other item chosen to represent them) used in a &amp;quot;Hall of Fame&amp;quot; of sorts. A select few Zandiziites have claimed their weapon(s) of choice have been blessed (or, by Aut&#039;akh fighters, inhabited) by a late Zandiziite, though can be shunned or frowned upon should they fail or otherwise be defeated in the Games, as it is seen as disrespectful and/or dishonest to the spirit they claim for their weapon. Similarly, if their opponent destroys or disables the weapon claimed to be imbued with spiritual essence, the opponent is considered dishonorable for daring to mishandle or otherwise demolish a powerful artifact. For this reason, claiming a soul inhabits or has blessed a weapon is considered a slippery slope (it can be used by cowards who wish to have their weapons untouched, after all) and must have a very good reason behind it. Successors of late Zandiziite are always permitted to claim their weapon has been blessed by the Zandi in question with no repercussions, and in those cases the destruction of the weapon is seen as a similar insult to unmasking.&lt;br /&gt;
&lt;br /&gt;
The dramas associated with the Zandiziite Games in recent history of course still hold up, with plot-twists, betrayals, oaths, bonds, and the making or breaking of any of those things aiding in the entertainment of the Games and the soap operas outside of the tournaments. Common themes are bad versus good, traditional versus modern, alien versus native, and natural versus fantasy/supernatural, with plenty of similar narrative ideas to come and go. There has been word through the grapevine that the first [[Skrell]] competitor will lead to an influx of other Skrell Zandiziite, and birth a &amp;quot;magic versus technology&amp;quot; arc, but many have said this is incredibly unlikely, if for no other reason than Aut&#039;akh competitors are rare and it would pit everyone else against the Skrell; it would be very hard to write and pull off effectively.&lt;br /&gt;
&lt;br /&gt;
=== Xeno-Zandiziites ===&lt;br /&gt;
While there is an overwhelmingly large number of Sinta in the Games, the masks are what make the fighters, not necessarily the individuals behind them, and any race or species can compete in the Games if they are chosen to represent a given region or territory, with the exception of Diona gestalts and synthetics. The first recorded alien contestant was a human competitor hailing from Um&#039;a&#039;yid, a native Ouerean man of at first lanky, then hulking build known for having dropped the jaws of the native Moghes population when he threw a contestant onto their back within the first thirty seconds of the match starting, even going so far as to make it to the top ten before being defeated in the underwater competitions of Skalamar.&lt;br /&gt;
&lt;br /&gt;
Xeno-Zandiziites can hypothetically come from any part of the Spur, though whether or not the Hegemon or the rest of Moghes will recognize it is a different story. Zandiziite [[Sol Alliance|Sol]], or more correctly Zandiziite Earth was anticipated prior to the Contact War, but was very quickly shot down during and following it due to the questionable relationship the Hegemony held with Sol during and after the conflict. Similarly, the first Skrellian competitor was only recently announced to have passed the pre-trials, and Zandiziite [[Qerrbalak]] is set to premier in mid 2466, leaving long-time Zandi fans and competitors alike scratching their heads at what that year&#039;s narrative will be, and how the use of psionics will affect the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
The [[Empire of Dominia]] was an unlikely participant in the games, and nowadays makes a return every other year with [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz-Han&#039;san]] competitors (jokingly) proclaiming themselves as the &amp;quot;force that shalt strike the Hegemon&#039;s hope down once and for all,&amp;quot; gene-boosted or gene-modded and steroid-enhanced individuals (humans and Unathi alike) reaching new heights (literally and figuratively) and always creating a narrative of evil and fascism, ironically enough. Every instance where they have been major participants within the greater Games, they are framed as &amp;quot;the bad guys&amp;quot; or an opposing force of some kind, their entrances to matches and sometimes the final bout being accompanied by beautiful, minor-key choir notes and orchestral hits. The Empire was the catalyst for the current ruling on steroids and genetic modifications, the many writers for the Games deciding there would be far better results if they were left as-is, making it all the more prevalent and stunning when a Zandi manages to beat them regardless of their mutations and substances.&lt;br /&gt;
&lt;br /&gt;
The [[Vaurca|Vaurcae]] of the [[Vaurca_Hives#K&#039;lax|K&#039;lax]] hive, recently subjects of the Hegemon, have also sent representatives. Most recently, Za&#039;Akaix&#039;Hoiy K&#039;lax, of Vedhra&#039;s brood, is a seven-foot-tall Warrior with metal antennae and large amounts of prostheses, though its head remains entirely natural (save for its antennae of course). Zandiziite &amp;quot;Chiton-Carve&amp;quot; of Tret trains tirelessly on and off of Moghes, whilst pursuing work elsewhere or during its off time. Vaurcaesian members of the Games are portrayed as strange, unorthodox, utterly alien, but ultimately endearing and worthy of praise, and have done great things for relations between Unathi and Vaurca.&lt;br /&gt;
&lt;br /&gt;
A single [[Tajara|Tajaran]] contestant has represented [[Adhomai]] since 2459. Almost every diehard fan of the Games criticized this player, a M&#039;sai, and joked about his entrance every which way, ranging from simple mocking to even harassment—though once again the people were proven wrong, surprised when the M&#039;sai leapt over barricades and obstacles in a match of laser tag at breakneck speed, securing several key wins as the holographic fire raged below. Zandiziite Adhomai has become a fan favorite, with the extra publicity and popularity exposing many traditional Sinta to the Tajara long before they would ever set foot in [[Biesel]]. Zandiziite Adhomai has gone on record to state, &amp;quot;It is an honor to participate in this lovely community of fighters so far from his home,&amp;quot; and, &amp;quot;Please stop sending him fan mail, he does not have the space for it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zandiziite Qerrbalak, the first Skrellian competitor chosen to represent the planet of Qerrbalak and by extent the Nralakk Federation, has only been confirmed via writing and very little is known about them. It is speculated they are a high-level psionic of great social standing and Xiiori ancestry.&lt;br /&gt;
&lt;br /&gt;
== Game Rules; Spoke and Unspoken ==&lt;br /&gt;
The Zandiziite Games are ultimately nonlethal and aim to be naught more than entertainment and honorable fighters and their corresponding fights at the end of the day, and even in competitions or tournaments where weapons are used, Zandiziite involved are aiming to disable and not kill their opponent. Some examples of activities used or hosted in the Games are:&lt;br /&gt;
* Boxing, wrestling, mixed martial arts, or other hand-to-hand sports&lt;br /&gt;
* Fencing, point sparring, and other point-based sports&lt;br /&gt;
* Point-based sports that place emphasis on skill or technique rather than points; think sword fighting, melee combat, and other sports, typically with foam or padded weapons&lt;br /&gt;
* Long-range sports rooted in hand-eye coordination, such as archery, harpooning, slingshots, and other affairs, always utilizing nonlethal ammo&lt;br /&gt;
* Other competitions that make use of individual or team-based dexterity, strength, or endurance, but never activities that do not involve direct interaction between Zandiziites&lt;br /&gt;
&lt;br /&gt;
Region-specific games exist, such as underwater harpoon competitions taking place in Skalamar, to sky-high fights atop (a holographic rendition of) the Razir lighthouse that make use of longer poking weapons. A couple of universal games are: jiikun, or &amp;quot;towel flick&amp;quot;, wherein a large belt of cloth is placed underneath two (or more) Zandiziites, with the goal being to push their opponent off of it, lift it, and use it to whip them, and tzehana, or &amp;quot;movement blind&amp;quot;, where both Zandiziites wear blindfolds and ear protection, and their goal is to wrestle the other off multilevel platforms, all while not losing their own footing.&lt;br /&gt;
&lt;br /&gt;
Some examples of conditions that can be applied to arenas by wealthy nobles, Lords, and sometimes the hosts of the Games themselves, provided they have enough funds:&lt;br /&gt;
&lt;br /&gt;
* Changing the height of suspension cables or the suspended arena to extreme heights of several hundred feet (with nets or excessive padding disguised via holograph)&lt;br /&gt;
* Adding, removing, or changing the padding used on weapons, usually in excess to exaggerate the weapon used &lt;br /&gt;
* Large shows of special effects, hard-light holoweapons to allow for more variety in weapon choice, etc.&lt;br /&gt;
* Generally, modifying a sport or activity such that it is unique to the season of Games, but not so unique that it causes incoordination in Zandiziites or violates the permitted games and rules&lt;br /&gt;
&lt;br /&gt;
The rules of the Zandiziite Games are as follows:&lt;br /&gt;
&lt;br /&gt;
* Zandiziites must be masked at all times during the Games. To remove your mask is to dishonor not only yourself, but your clan, their surrounding clans, the region and community you represent, and their Lord. Those who are unmasked are considered to be irrevocably humiliated and their renown tarnished.&lt;br /&gt;
* Zandiziites may use any means necessary to ensure their victory, barring grave bodily harm and violation of any given game&#039;s rules. The Games are a nonlethal sport, and while blood can be encouraged on some fronts, it is not the goal of the Games.&lt;br /&gt;
* No women or fishers are permitted to fight. To compete, you must claim the identity of a [[Unathi#Gender_Roles|warrior]]. Any reference to the contrary before, during, or after the Games is grounds for immediate disqualification.&lt;br /&gt;
* No Diona gestalts or synthetics. They make up a whole much greater than the sum of their parts; Dionae cannot claim to be one as many, and synthetics are not capable of fighting spirit, and can be modified in any way to suit the needs of their tasks in the Games. Diona nymphs as limb replacements are fine, but must not exceed two in number.&lt;br /&gt;
* The narratives and comradery made during and outside of the tournaments are just as important as the tournaments themselves; it would not be a community of fighters otherwise.&lt;br /&gt;
* Aut&#039;akh followers must have their implants and limbs inspected by no less than three times a day by a competent machinist in order to ensure faithful and fair play. Steroids and other drugs are allowed, provided they are clearly stated in being used, but must be permitted by the region a Zandiziite is representing.&lt;br /&gt;
&lt;br /&gt;
The unspoken rules of the Games are, in order of the above list:&lt;br /&gt;
&lt;br /&gt;
* You must have a very good reason to unmask yourself or your opponent. It is permitted to do so once the Games have ended and you return to civilian life. It is considered honorable to unmask yourself or your opponent in the event of a life-threatening situation, no matter how unlikely the situation may be.&lt;br /&gt;
* Blood is fine, wounding is fine, maiming and torturing a competitor is not. The Games are not meant to be lethal. Do not dishonor yourself or your opponent in your victory--there is nothing in strength to be told about using underhanded fighting styles in a tournament or activity therein that does not deal in them.&lt;br /&gt;
* You may claim your spirit or fighting style to be male if and only if you are genuine in this claim. To rebuke this is to ask to be outcast from the Games and to be considered a pariah.&lt;br /&gt;
* Dionaea limbs are frowned upon. Synthetics are not allowed whatsoever, it is taboo to confide in one during the Games.&lt;br /&gt;
* Friendships, rivalries, and relationships are preferred over wordless fighting. Flame must recognize flame in order to properly attune with their fighting spirit; you cannot have a fight with less than two people. If you have a choice between winning and forwarding a story, forward a story for your future attempts and other Zandiziites, but never feel obligated to lose.&lt;br /&gt;
* Aut&#039;akh followers with more than 60% of their body replaced are extremely frowned upon. Using drugs is fine so long as you do not rely on them.&lt;br /&gt;
* You are competing to represent your region and its community first, your clan second, and yourself third. It is considered selfish and disgusting to treat the Zandiziite Games as an individual affair to be undertaken by one person, especially if you act as though it is you and not your people that have allowed you to compete in the first place.&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Abroad&amp;diff=38620</id>
		<title>Unathi Abroad</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Abroad&amp;diff=38620"/>
		<updated>2026-02-23T23:13:20Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Unathi_Lore}}&lt;br /&gt;
&lt;br /&gt;
Since first contact with humanity and the [[Skrell]] in 2403, many Unathi have left their homeworld of [[Moghes]] - whether as refugees, corporate employees, or simply to seek their fortune in the stars. The fires of the [[Contact War]] exacerbated this, as much of Moghes was left uninhabitable by nuclear war. By 2465, Unathi can be found across nearly the entirety of the [[Orion Spur]], in some capacity or another.&lt;br /&gt;
&lt;br /&gt;
Unathi are a very communal species, and this tends to be reflected in their enclaves abroad - outside of rare cases such as [[Ouerea]], Unathi communities tend to be insular, and keep to their traditional ways rather than adapting to new cultures. Those Unathi who do adopt local ways and customs are generally the more recent generations of immigrants, or from non-traditional groups to begin with such as the [[Aut&#039;akh]] communes.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Unathi in the Solarian Alliance==&lt;br /&gt;
&lt;br /&gt;
Unathi interaction with the [[Sol Alliance]] has always been limited - though Solarian exploration vessels did make first contact, their involvement was considerably more limited when compared to that of the [[Nralakk Federation]]. Due to the Solarian reputation of xenophobia, not many Unathi seek to visit, and to date none have ever been granted Solarian citizenship. The only Unathi community in Solarian space of any note was the [[Mictlan#Unathi_on_Mictlan|Free City of Vezdukh]] on the planet Mictlan - however, following the Solarian Collapse and the planet&#039;s annexation into the Republic of Biesel, there are now no permanent Unathi communities within Alliance space outside of the Eridani Federation.&lt;br /&gt;
&lt;br /&gt;
Though some of the Solarian warlords of the [[Human Wildlands]] had business dealings with [[Unathi Piracy|Unathi pirates]], these dealings have for the most part ceased as the last of the warlord states either collapsed or were integrated into the newformed [[Solarian Reconstruction Mandates|Reconstruction Mandates]]. This exposure means that the reputation Unathi have in many of the outlying regions of the Alliance is far from a pleasant one, with most contact coming in the form of pirates, smugglers and other such ne&#039;er-do-wells.&lt;br /&gt;
&lt;br /&gt;
===Unathi in the Eridani Corporate Federation===&lt;br /&gt;
&lt;br /&gt;
The [[Eridani Federation]], while a Solarian member-state, has little in common with the wider Alliance - including the presence of Unathi. Due to the Hephaestus Industries presence in the Eridani system, many Unathi working for the megacorporation will temporarily reside in the Eridani Federation - and though adjusting to the Suit culture can be difficult, a rare few Unathi in higher positions have stayed on permanently, mostly on installations such as Platform 7 rather than on the planets of Eridani proper. &lt;br /&gt;
&lt;br /&gt;
The most notable Unathi community in Eridani is the Aut&#039;akh commune known as &#039;The Factory&#039; - a group of Aut&#039;akh who fled from Hegemony space to the Eridani Federation, and rapidly came to view the Eridani system as a pit of spiritual evil - the epitome of everything that their religion&#039;s founders preached against. To the Aut&#039;akh of the Factory, they are almost crusaders, descending into an earthly Chained Waste in the hope of building a better world in its place. They have settled into the underworld of Eridani I, forming ties with the local Dreg population - and though they despise the corporations that rule over Eridani, many of their members will seek work with them in the hopes of improving the life of their fellow commune members. More information on the Factory and its residents can be found [[Aut&#039;akh#Eridani_Underworld_Commune,_&amp;quot;the_Factory&amp;quot;|here]].&lt;br /&gt;
&lt;br /&gt;
==Unathi in the Republic of Biesel==&lt;br /&gt;
&lt;br /&gt;
The [[Republic of Biesel]] has always been a cultural melting pot, with any manner of life from across the Spur being found within its territory - and the Unathi are no exception to this. Following the end of the Contact War, many refugees from the newly created [[The Wasteland|Wasteland]] fled to Tau Ceti, and many more have come in the employ of the Spur&#039;s megacorporations, seeking fortune in the stars. To many Unathi - whether lucky enough to have been spared from nuclear devastation or fleeing the spreading Wasteland - the torch on the Republic&#039;s flag is a beacon of hope; that they might find wealth, glory and a new home far away from the ruins of Moghes. While Unathi can be found all throughout the Republic, there are some Unathi communities of particular note.&lt;br /&gt;
&lt;br /&gt;
===Notable Unathi Communities in the Republic of Biesel===&lt;br /&gt;
&lt;br /&gt;
====Mendell City - The Akhanzi Exiles====&lt;br /&gt;
&lt;br /&gt;
Following the [[Unathi_Recent_Events#The_Iron_Crusades_and_Religious_Tensions_(2460-2461)|Iron Crusade]], when many of their oldest temples were burned, the [[Th&#039;akh]] monks of the Akhanzi Order fled the Izweski Hegemony for greener pastures. They found sanctuary in the Republic of Biesel, who granted them refugee status. The Order, under the guidance of Vuthix Ahkandi, established a new temple and spiritual library in Mendell City, located in District 10. Though the power of the Maraziite Order who persecuted them has been broken in the Hegemony, the Akhanzi Order have not returned to Moghes, choosing instead to try and share their wisdom as best they can from across the stars.&lt;br /&gt;
&lt;br /&gt;
Aside from the shamans who fled to Biesel, many Th&#039;akh faithful have since emigrated from Moghes to visit the new temple. The residential areas around the newfound home of the Akhanzi Order have rapidly become populated by Unathi immigrants. A great number of these Unathi are from rural communities close to the sites of the old Akhanzi Temples, and acclimation has been difficult for many who are unfamiliar with the language, customs and culture of Tau Ceti. However, their community is a tight-knit one, and so far they have persisted through any and all adversity that the Republic may present them.&lt;br /&gt;
&lt;br /&gt;
====Ashton - The Escapees====&lt;br /&gt;
&lt;br /&gt;
In 2452, a group of five [[The_Wasteland#Clan_&amp;quot;Gawgaryn&amp;quot;_-_The_Punished_Clans|Gawgaryn]] launched an assault on the Izweski stronghold of Camp Integrity, seizing several trade shuttles docked there and forcing their pilots to pick up hundreds of Unathi from across the Wasteland. These shuttles then set course for Tau Ceti, in the hopes of finding sanctuary from the wastes across the stars. The escapees applied for refugee status with the Republic of Biesel, and were granted it - though the bold raiders who stole the shuttles were extradited to the Izweski Hegemony, to face execution. &lt;br /&gt;
&lt;br /&gt;
The fledgling Republic, dealing with its newly-won independence, resettled the refugees on the outskirts of Ashton, an agricultural settlement on the continent of Selene. Though at first things were difficult, the skills that many of the refugees already had were able to be put to use effectively in the farms surrounding the city. As of 2465, the Unathi population in Ashton has grown steadily, and has integrated well with the local population - though the work in the farms of Ashton may be difficult, and very few Unathi in the community have managed to afford their own land instead of simply working for the wealthier human landowners of the region, compared to the Wasteland it may as well be a paradise.&lt;br /&gt;
&lt;br /&gt;
====Mendell City - The Razortail Enclave====&lt;br /&gt;
&lt;br /&gt;
A group of Aut&#039;akh have made their home in District 11 of Mendell City - known as one of the most violent and dangerous districts of the city. The &#039;Razortail Enclave&#039;, as they have become known, have largely turned to crime in order to survive. More information on them can be found [[Aut&#039;akh#The_Razortail_Enclave,_&amp;quot;the_Ruffians&amp;quot;|here.]]&lt;br /&gt;
&lt;br /&gt;
====Mendell City - The Bastard Hatchlings====&lt;br /&gt;
&lt;br /&gt;
Another Unathi enclave in District 11, the Bastard Hatchlings are an Unathi gang formed largely in response to the existing crime in the district, as a form of protection for the Unathi migrant workers living in the area. As the years have gone on, however, the gang has expanded its operations - gaining a major foothold in the Mendell City drug trade. Though they are far from the Hegemony, and engaging in what would unquestionably considered as deeply dishonorable behavior, the Bastard Hatchlings are largely Sk&#039;akh faithful, and cling to their own version of the Warrior&#039;s Code that is, at least on the surface, similar to that practiced in Izweski space. &lt;br /&gt;
&lt;br /&gt;
The Hatchlings are often even more staunchly traditionalist than Unathi actually in the Hegemony, clinging to ideas of a distant and glorious culture as they struggle to survive the streets of Mendell. Perhaps it is this that has led to frequent and violent clashes with the Razortail Enclave - as much over ideology as territory or any other material concern.&lt;br /&gt;
&lt;br /&gt;
Members or affiliates of the Hatchlings are often hired as muscle by other criminal syndicates, and the stereotype of the Unathi hitman is one that has already made its mark on Bieselite culture, with many holovids and films produced in Biesel featuring Unathi in similar roles. To the vast majority of Unathi, this stereotype is an offensive one and one often protested against firmly.&lt;br /&gt;
&lt;br /&gt;
====Valkyrie - The Fortune-Seekers====&lt;br /&gt;
&lt;br /&gt;
[[Hephaestus Industries]] has a large presence on Biesel&#039;s moon, as well as within the Hegemony - so it should be no surprise that many Unathi migrant workers were brought there by the megacorporation. In the shipyards, docks and factories of Valkyrie, Unathi workers can be seen, with entire clans having made the journey across the stars in the hopes of finding a new life in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
The idea of this &#039;Valkyrian Dream&#039; began as a Hephaestus marketing slogan, to encourage Unathi to move to the Republic as cheap labour. However, over the years it has become a reality, as the megacorporation increasingly relies on the moon&#039;s Unathi population to operate its Valkyrian facilities. Unathi have seeped into every part of Valkyrie, rising through ranks both civil and corporate into positions of power - and for these Unathi, the Valkyrian Dream may truly be fulfilled. &lt;br /&gt;
&lt;br /&gt;
This is the largest Unathi community in Tau Ceti, and Sinta from all walks of life and faiths can be found here. Sk&#039;akh churches and Th&#039;akh shrines can be found here, though the Aut&#039;akh and Si&#039;akh faiths are not present, with the former preferring the company of their own kind and the latter largely being relegated to Moghes. As such, the culture is an odd melting pot from across Moghes, with food, music, faith and tradition from nearly everywhere melding together into a culture that is unique to Valkyrie, but an unquestionably Sinta one. &lt;br /&gt;
&lt;br /&gt;
The Unathi of Valkyrie are, to many, a model community - hard workers, diligent in their duties and ambitious in the pursuit of a better life for themselves and their kin. Others, however, resent them for their Hephaestus ties, or how they tend to look down on less well-off groups of Unathi in the Republic - particularly criminal groups such as the Razortails or the Bastard Hatchlings. To many of the Unathi living in poverty in Mendell, the Valkyrian Unathi are nothing but obedient lapdogs, happy to trade the Hegemon&#039;s boot on their neck for that of Joseph Dorn or Titanius Aeson.&lt;br /&gt;
&lt;br /&gt;
====Valkyrie - The Jhakal Syndicate====&lt;br /&gt;
&lt;br /&gt;
The Unathi noble clan known as the Jhakal Syndicate has seized a great deal of power on the docks of Valkyrie, taking their cut from smugglers and traders alike, and securing their power over the moon. In recent years, concerns have arisen about the possibility of succession, as the clan’s current ruler grows older - but all those who seem positioned to succeed her may not be up to the task. Though the Jhakal have secured wealth and power greater than they ever had on Moghes, only time will tell if it will last - or if the clan will experience a second fall. More information on the Jhakal Syndicate, and their dealings on Valkyrie, can be found [[Unathi_Crime_And_Enforcement#The_Jhakal_Syndicate|here]].&lt;br /&gt;
&lt;br /&gt;
====Luthien - The Pact====&lt;br /&gt;
&lt;br /&gt;
Another Aut&#039;akh commune in Biesel, the Unathi of the Luthien Pact work closely with the megacorporations, granting them a better quality of life than many of their kin elsewhere in the Republic - though at the cost of their prized freedom. More information about the Luthien Pact can be found [[Aut&#039;akh#The_Luthien_Pact,_&amp;quot;the_Pacters&amp;quot;|here]].&lt;br /&gt;
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===Notable Unathi Communities in the Corporate Reconstruction Zone===&lt;br /&gt;
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====Unathi on Mictlan====&lt;br /&gt;
&lt;br /&gt;
As the Contact War ravaged Moghes, Unathi fled across the Spur - whether to escape the victorious Hegemony, or simply out of desperation as their ancestral homes were swallowed by atomic fire. A large group of these Unathi fled to the territory of the Solarian Alliance, hoping that the humans would grant them asylum from the devastation their homeworld faced. While the Alliance did not turn them away, they wished to divert these Unathi from the Jewel Worlds, and thus the Vezdukh Refugee Camp was established on the planet Mictlan, for holding and processing the thousands of Unathi refugees seeking to enter the Alliance. Both Hegemonic and Traditionalist refugees were sent there, and forced into making a new life on an alien world. &lt;br /&gt;
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Eventually, the refugee camp grew into a true city - dubbed in 2453 as the &#039;Free City of Vezdukh&#039; by the locals. The city grew prosperous, and integrated further into Mictlani society, creating something wholly unique - a hybrid of Mictlani democracy and Unathi tradition, where even the lowliest peasant of Moghes could rise into the newformed aristocracy of the city. Following the Solarian Collapse and Mictlan&#039;s annexation by the Republic of Biesel, the Unathi of Mictlan have largely been in favor of the Bieselite presence - to them, one distant human government is much the same as another, and nearly all of them have welcomed the opportunity to become full citizens of the Republic, rather than the nebulous refugee status they had held previously. &lt;br /&gt;
&lt;br /&gt;
However, this is not a belief shared by all, with some of the younger and bolder Unathi of the Free City seeing in Biesel&#039;s presence the same corporate hand that is wrapped around the neck of the Hegemony. While it is a rare site, some Unathi have been reported among the [[Mictlan#Founding_Movement_and_the_Samaritans|Samaritan movement]] fighting for independence from the Republic, believing that the people of Mictlan should claim their own destiny instead of bowing to foreign masters - whether Solarian or Bieselite.&lt;br /&gt;
&lt;br /&gt;
More information on the Unathi of Mictlan can be found [[Mictlan#Unathi_on_Mictlan|here]].&lt;br /&gt;
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==Unathi in the Coalition of Colonies==&lt;br /&gt;
&lt;br /&gt;
There are not many Unathi in the [[Coalition of Colonies]] - its distance from Moghes and smaller Unathi population does not encourage immigration compared to Biesel, and the Coalition tends to be wary of Unathi due to the problem of various Unathi pirate fleets raiding on its southern borders, whether of their own volition or in the pay of other interstellar powers. However, the Coalition does have some Unathi dwelling there, for various reasons. Hephaestus often brings Unathi workers from the Hegemony to its operations within the Coalition, with some Unathi being assigned to [[Burzsia|Burzsia I]], the megacorporation&#039;s regional headquarters. While not many of these workers stay for long, some have stuck it out and gained citizenship within the Coalition - though this is a difficult choice for many with clans or families back in Izweski space. Perhaps as a result of this, many Guwan in Hephaestus employ have sought out work in the Coalition of Colonies, where the name that brands them as a criminal can be left behind or ignored. &lt;br /&gt;
&lt;br /&gt;
Outside of Hephaestus, some Unathi merchants who find the Hegemony&#039;s mercantilist economy too limiting seek citizenship in the Coalition, due to its lax requirements. While this was largely limited to non-Guild members, the bankruptcy of the Merchants&#039; Guild in 2465 has led many of their former members to take what vessels they could and flee the Hegemony, hoping to find greater profits in human space. While some of these merchants have set course for the Republic of Biesel or the Empire of Dominia, a large number of them have chosen instead to seek their fortune in Coalition space.&lt;br /&gt;
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==Unathi in the Empire of Dominia==&lt;br /&gt;
&lt;br /&gt;
The [[Empire of Dominia]] has a small Unathi population, formed from members of the clans Kazhkz and Han&#039;san having fled Moghes following a failed assault on Skalamar. After a year of piracy, these two clans made contact with the young Empire in 2440, and while some on [[Moroz]] feared that their fleet would be the first true test of the Imperial Fleet, the pirates chose a different path - pledging their service to the Emperor. Occupying an odd space, appreciated by the Emperor yet often despised by the great Houses, doing their best to adapt to an alien society, the Unathi of Dominia have managed to thrive nonetheless in this alien civilisation. More information on Unathi in the Empire can be found [[Unathi_in_Dominia|here]].&lt;br /&gt;
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==Unathi in the Serene Republic of Elyra==&lt;br /&gt;
&lt;br /&gt;
There are not many Unathi in the [[Elyra|Serene Republic of Elyra]], and no citizens. The privateers of Clan Kazhkz have often raided the edge of Elyran space, and other pirate fleets in the Badlands and Sparring Sea have often clashed with the Elyran Navy, creating a distrust of Unathi among many of those who fought against such pirates during their mandatory military service. The one exception to this, however, is [[New Suez]], where a small Unathi population has emerged, largely as workers for the Hephaestus Industries presence on the moon. Though they tend to keep to their own communities, with the largest of these taking up nearly an entire district of New Hormuz, where the vast majority of Unathi in Elyran space can be found. &lt;br /&gt;
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Though the life of a Non-Citizen Person in Elyra can be difficult, and most Unathi on New Suez do not stay long, instead working there for a few years at most, some of them have managed to build a more permanent life there. Though they will likely never be considered citizens of the Republic, their presence has helped the general image of their species - at least among the citizens of New Suez, who have been given a chance to see a different side to the Unathi than that of the pirates that have plagued the Serene Republic in the past.&lt;br /&gt;
&lt;br /&gt;
Outside of New Suez, the planet [[Medina]] is also home to a small Unathi population, with several Unathi having made their way from the Hegemony to seek the dangerous life of a phoron hunter. Many of these Unathi are Guwan, Gawgaryn, or former pirates seeking the promised riches of the phoron bulletin, which has led to a stereotype of Unathi as violent and untrustworthy among the local population.&lt;br /&gt;
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==Unathi Outside Human Space==&lt;br /&gt;
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Unathi settlements outside of their own or human space are rare bordering on nonexistent - largely for practical reasons. [[The Commonwealth of Hieroaetheria]] are on the other side of the Spur, and while the Nralakk Federation is closer, it still lies on the far side of the Sparring Sea - far further than most human states for those fleeing the Contact War. The isolationism of the Skrell also means that trade is limited, with not many Unathi merchants bothering to brave the dangers of the Sparring Sea to trade with the Federation. While the Tajaran homeworld of [[Adhomai]] is closer, its freezing climate and recent years of strife and warfare mean that not many Unathi would wish to set course there, even without considering that many of the locals would likely not appreciate their presence.&lt;br /&gt;
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===Gakal&#039;zaal===&lt;br /&gt;
&lt;br /&gt;
There is one major exception to this rule, however - the colony of [[Gakal&#039;zaal]], originally founded by Tajaran refugees in 2452. These refugees made a living on the planet for some time, suffering from pirate raids and extortions until 2457, when the Izweski Navy expelled the pirate presence. After a deal with a powerful Tajara family on Gakal&#039;zaal, the Hegemony annexed the planet, appointing Makar Yizarus, cousin to the famed admiral, as the new Overlord of Gakal&#039;zaal. Due to the ongoing Second Revolution on Adhomai, none of the Tajaran powers involved themselves in affairs, leading to five years of feudal rule as Unathi colonists arrived on the planet.&lt;br /&gt;
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In 2462, however, with the assistance of the Adhomai Liberation Army, the organization known as the Gakal&#039;zaal Liberation Front rose up, fighting to depose Overlord Yizarus and place the planet back in the hands of the Tajaran people. Due to the ongoing civil war on Moghes, the Hegemon provided no help, leaving Overlord Yizarus to face the rebels himself. Due to Yizarus&#039;s corruption and mismanagement of the colony, Not&#039;zar Izweski stripped the Overlord of his titles and abandoned Gakal&#039;zaal, leaving Yizarus to the mercies of the Liberation Front. Now, the DPRA controls Gakal&#039;zaal, with the remaining Unathi on the planet now living under Tajaran rule.&lt;br /&gt;
&lt;br /&gt;
More information about Gakal&#039;zaal, and the Unathi and Tajara who dwell there, can be found [[Gakal&#039;zaal|here]].&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Spaceflight&amp;diff=38619</id>
		<title>Unathi Spaceflight</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Spaceflight&amp;diff=38619"/>
		<updated>2026-02-23T23:13:14Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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== Overview == &lt;br /&gt;
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While the [[Unathi]] were already a spacefaring species prior to first contact, exposure to human and [[Skrell]] technology helped to catapult their interstellar development, granting them access to warp and bluespace technology. Now, Unathi-made vessels are a common sight across the Spur, and the [[Izweski Nation|Izweski Hegemony]] continues to project its power across the stars. While to [[The Wasteland|Wastelanders]] or rural Sinta a spaceship may be a rare and miraculous sight, they are a frequent sight in the cities of the Untouched Lands now - and most Unathi are well familiar with the nature of interstellar travel, even if they have never experienced it themselves.&lt;br /&gt;
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== Pre-Contact Spaceflight ==&lt;br /&gt;
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The Unathi first took to the stars 64 years prior to first contact, when the Izweski Hegemony launched their space program in 2339. Largely, this came in the form of unmanned communication and observation satellites, many of which have been refurbished for the modern day. The first manned Unathi missions came in 2343, when an Unathi named Kseok Hizra made history - becoming the first Unathi in space. Manned missions continued, with Unathi setting foot on Chanterel in 2361. The Hegemony space program received drastic upgrades in 2372, when [[Ouerea]] was discovered to be inhabitable. The Izweski poured money and resources into the colonisation of Ouerea, establishing a population of a few thousand on the planet, as well as establishing orbital installations for resupply of their crude and slow shuttles. This lead to the creation of what was at the time designated Izweski Station - the first space station put into the orbit of [[Moghes]]. Izweski Station fell into disrepair during the Contact War, and has only recently been restored with the aid of the [[Vaurca Hives|K’lax Hive]], now known as the IHSS Restoration.&lt;br /&gt;
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== Spaceflight in the Modern Age == &lt;br /&gt;
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During the [[Contact War]], the resources of the Izweski space program were turned towards a military purpose - instead of sending their rockets to the skies, they sent them towards the Traditionalist Coalition. When the conflict turned nuclear, several existing spacecraft were refitted to deliver atomic payloads to the Traditionalists, and development began on weaponizing existing satellites. The sudden lack of investment in the flourishing space program led to many problems, as Izweski Station’s systems began to break down, and the colonists of Ouerea struggled without shipments of supplies from Moghes. Cases of more advanced space crafts being used by the Traditionalists were recorded too, though with little to not success, such as [[Unathi in Dominia|Seryo’s Last Landing]], a battle which saw the Kazhkz clan acquire a large fleet of Human-made shuttles to use in an attempted landing against Skalamar.&lt;br /&gt;
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When the War was over and the Hegemony stood victorious, they still lacked interstellar travel of their own, leading Hegemon S’kresti Izweski to offer an amnesty to the growing population of Unathi space pirates in exchange for lending their ships to the Hegemony’s service. This had mixed results, but it did allow the Hegemony to begin the assembly of an, admittedly rag-tag, fleet. This trend continues to this day, also helping the Hegemony deal with the more hostile kinds of [[Unathi Piracy|pirate fleets]]. As [[Hephaestus Industries]] began to expand into the Uueoa-Esa system, the Hegemony was able to partner with the human megacorporation to construct the Hegeranzi Starworks in orbit of the gas giant Omgolo, and with the aid of Hephaestus engineers begin constructing ships of their own. While it was once operated by the Shipwrights’ Guild, their failure to meet demand led to Hephaestus absorbing the guild as a subsidiary.&lt;br /&gt;
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Today, the Izweski Hegemony is a notable regional power in the southern Orion Spur. Though their navy is impressive, it has been hamstrung greatly by the phoron crisis, as many of their larger ships are no longer capable of bluespace travel. This has led to an increase in pirate activity within Hegemony space, as the bulk of Izweski naval power is currently mothballed in Uueoa-Esa until phoron can be found again, or they can be refitted. As the Hegemony&#039;s economy continues to suffer through famine and phoron scarcity alike, many fear that its rivals in the region will look to take advantage of its weakened state.&lt;br /&gt;
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== Izweski Civilian Ship Classes ==&lt;br /&gt;
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Most Unathi-manufactured ships are constructed for the Izweski Navy - however, civilian classes have been produced in recent years, largely sold to rich nobles or powerful guilds. In addition, some criminal elements have been able to acquire ships of their own, with the Shortclaw Clan having managed to acquire a rare few civilian freighters for use in smuggling their ill-gotten gains across the Orion Spur. In addition, many Hegemony civilian ships have been stolen and retrofitted by pirate fleets, and it is not uncommon to see the below classes in the hands of such criminals.&lt;br /&gt;
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=== Azkrazal-class Freighter ===&lt;br /&gt;
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A civilian ship design commonly owned by the traders of the [[Unathi_Guilds#Merchants_Guild|Merchants’ Guild]], Azkrazal-class freighters are designed for long-distance cargo hauling. They make up the majority of Hegemony trade and shipping vessels, and as such are a common sight in any port which trades with the Hegemony, from the [[Republic of Biesel]] to the [[Coalition of Colonies]]. With famine gripping Moghes, many Azkrakal-class vessels have also been repurposed as supply ships, bringing food from Ouerea and other outlying colonies to help alleviate ongoing hunger at the Hegemony’s heart. &lt;br /&gt;
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=== Voidbreaker-class Corvette ===&lt;br /&gt;
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Based on the original design of the Navy’s corvettes prior to the creation of the Foundation, Voidbreaker-class ships are unarmed and heavily armoured vessels, now primarily seen operated by the Kataphract Guild. These ships are primarily used as transport for Kataphract warriors, as they take on mercenary work across the Spur. While they tend to lack guns, they are often equipped with boarding pods and small, fast, Spearhead-class shuttles to allow their warriors to perform aggressive boarding actions.  While a few of these can still be found in service with the Izweski Navy, they have largely been scrapped or sold off in favour of the newer Foundation-class vessels. A few of them can be found in the possession of pirate groups, especially older fleets such as Izharshan&#039;s Raiders.&lt;br /&gt;
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=== Sk’resti-class Colony Ship ===&lt;br /&gt;
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Named after the former Hegemon who oversaw their design and construction, Sk’resti-class vessels are the primary colony vessels of the Izweski Hegemony. Enormous. slow vessels filled with construction supplies, cryogenic stasis units, and everything that settlers may need to establish a new colony. No new Sk’resti-class ships have been constructed since the beginning of the phoron crisis, as the Hegemony can barely maintain the territory that it already has. There are none of these ships currently in service, as all of those constructed have served their function and been reassembled into the centres of various Hegemony colonies.&lt;br /&gt;
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=== Vharazki-class Transport ===&lt;br /&gt;
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Named after one of the Zyola worshipped in the [[Southlands]], Vharazki-class vessels are the main civilian transport of the Hegemony. They are small, cramped and generally uncomfortable, but are one of the cheapest and most reliable ways for a Hegemony citizen to travel offworld. Usually, they carry Unathi from Moghes or Ouerea to established colonies, or further afield to the Republic of Biesel. Hephaestus often makes use of these transports for their employees being sent offworld, and they are a common sight in Hephaestus installations across the Spur, bringing a fresh workforce at the behest of the human megacorporation. Like many civilian ships, a few of these can be found in the hands of pirate fleets, often stripped and modified to hold weapons and attack shuttles.&lt;br /&gt;
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=== Seeker-class Freight Shuttle ===&lt;br /&gt;
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One of the most common transport shuttles found in the Hegemony, the Seeker is a fat and ungainly shuttle, described by some human pilots who’ve flown them as “Looks like a brick, but steers like a brick”. As such, they are largely used for short-range transport of cargo, and are often used by the crews of Azkrazal-class vessels for pickup of goods. While they are not often used by pirates where better shuttles can be found, there have been a few recorded cases of pirate fleets overriding the safeties of a Seeker, filling it with explosives, and transforming it into a devastating improvised missile. &lt;br /&gt;
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=== Glizkin-class Mining Shuttle ===&lt;br /&gt;
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Commonly used by the [[Unathi_Guilds#Miners_Guild|Miners’ Guild]], Glizkin-class shuttles are short-range mining vessels, designed for persistent mining of celestial bodies. They are viewed by their crews as small, yet reliable and enduring - much like the [[Tza Prairie]] folk hero for which they are named. These shuttles are too small to carry warp or bluespace drives, and as such they are usually assigned to planetary mining bases or remote space stations, where the Guild miners will live and work for extended periods of isolation.&lt;br /&gt;
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=== Brick-class Freight Shuttle ===&lt;br /&gt;
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The Brick-class is an older model of Hegemonic freight shuttle, largely used for in-system transport prior to reliable access to faster-than-light travel. They are larger than most standard shuttles, which has led to the Brick largely being retired due to the difficulties of fitting them aboard modern Hegemony ships. A few of these vessels can still be seen in service in Uueoa-Esa, largely serving as supply shuttles between the system’s inhabited planets and installations.&lt;br /&gt;
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Many of these shuttles have also proven bountiful targets for pirates, and as such they make up a significant portion of several groups’ fleets. Usually refitted with heavier armour and armed with whatever guns can be found, these shuttles are often used as attack vessels against small or poorly-defended targets. In particular, many of them can be found flying the colours of Izharshan’s Raiders, as they made up the bulk of Iklex Izharshan’s original fleet. &lt;br /&gt;
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=== Kutah-class Mining Station ===&lt;br /&gt;
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A station primarily used by the Miners’ Guild, Kutah-class stations are usually temporary outposts, constructed in mineral-rich systems and outfitted with one or more Glizkin-class shuttles. These small, slapdash stations are not designed for long-term operation, and will often fall quickly into disrepair when their operations are concluded. Guildsmen will live there for months to years, mining the local celestial bodies and shipping their ore back to Guild headquarters, where it is sold off. The stations are frequently complained about by miners, as they are cramped, ugly and prone to breaking down, but serving aboard a Kutah-class is considered a rite of passage by many Guildsmen, with the general terribleness of the experience bonding their crews strongly together.&lt;br /&gt;
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=== IHSS Reclamation ===&lt;br /&gt;
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The IHSS Reclamation, formerly Izweski Station, has been refurbished in recent years. While its crew were pulled out and the station abandoned during the Contact War, the arrival of the K’lax and the beginning of terraforming efforts against the growing Wasteland led the station to find a new purpose - as a key site of Izweski research and monitoring. Crewed by some of the Hegemony’s brightest biologists, geneticists and botanists, as well as workers of the K’lax Hive and even a rare few [[Diona]] gestalts, the station now serves as the centre of efforts to reclaim the Wasteland. Experiments are conducted on genetic modification of Moghresian flora and fauna, climate engineering, radiation cleansing and even genetic modification of the Unathi themselves - all in the name of saving Moghes’ crumbling ecosystem from total collapse.&lt;br /&gt;
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== Izweski Military Ship Classes ==&lt;br /&gt;
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The Izweski Navy currently has five main ship classes, as well as various associated shuttles, fighters and gunships. &lt;br /&gt;
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=== Foundation-class Corvette ===&lt;br /&gt;
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The forerunners of the Izweski Navy, Foundation-class vessels are slim, agile and fast, equipped with high-grade warp drives. They are small vessels, usually assigned to patrol actions, escort duty or anti-pirate operations, and can often be seen in regions such as the Badlands or Sparring Sea attempting to secure Hegemony assets in the region. These ships have seen increasing usage since the phoron crisis, as the bulk of the Navy’s force is currently incapable of interstellar travel. They are usually lightly armed, equipped with Hegemony Bruiser II cannons and lightweight rotary guns. &lt;br /&gt;
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=== Brawler-class Destroyer ===&lt;br /&gt;
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A larger vessel, Brawler-class destroyers make up the bulk of the Izweski navy, and are usually the first line in any major Hegemony military operation. They do not require phoron to run, and as such are the largest ships in the Hegemony fleet that are currently deployable. Currently, they are primarily concentrated within Izweski space, protecting valuable colonies and shipping routes from pirate incursion. Brawlers are equipped with heavy plasteel armour, as well as large mass driver weapons. While these weapons’ size and weight can lead to the Brawler-class being slower and more cumbersome than other nations’ equivalent vessels, they make it extremely effective at punching above its weight class. The more recent Brawler designs have also been heavily front-armoured, aiding in the ramming manoeuvres popularised by Lord Sakax Razi. &lt;br /&gt;
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=== Bulwark-class Cruiser ===&lt;br /&gt;
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One of the Hegemony’s larger ships, the Bulwark-class cruiser is an extremely effective design, having seen extensive use in Lord-Admiral Yizarus’s campaign against the pirates of Izharshan’s Raiders. Uniquely for Unathi ships, they are equipped solely with energy weapons, armed with front-mounted heavy lasers, as well as an enormous ion cannon capable of disabling smaller vessels rapidly. However, these energy weapons place an enormous strain on the Bulwark’s power systems, leading to most of them being equipped with large and vulnerable fusion reactors. Their bluespace drives allow them to travel between systems at rapid speeds, but the ongoing phoron crisis has meant that the Hegemony is currently unable to fuel these vessels. Currently, all active Bulwark-class vessels are assigned to the Uueoa-Esa system, protecting Moghes, Tret and Ouerea from any potential threat. They are also armoured for ramming manoeuvres, though due to the size and long-range nature of these ships ramming actions are usually reserved for desperate last resorts, when the ship is already at high risk of destruction.&lt;br /&gt;
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=== Hammer-class Battleship ===&lt;br /&gt;
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A theoretical design, as none have yet been constructed, the Hammer-class is designed to be the equivalent of a human battleship. Designs for these vessels are outfitted with heavy mass-driver mounted weapons, as well as bays for several Siro-class fighters and onboard missile systems. While previous designs were outfitted with bluespace drives, similarly to the Hegemony’s other large ships, rumours from Hegeranzi Starworks indicate that new designs have been updated for warp drives instead - rendering them much slower at interstellar speeds, but capable of operating without dependence on phoron. The immense power requirements of this ship would require an advanced reactor, though the exact specifications of the Hammer-class’s power source have not yet been made public.&lt;br /&gt;
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=== Cataclysm-class Super-dreadnought ===&lt;br /&gt;
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The pride of the Izweski Navy, Cataclysm-class vessels are some of the largest ships manufactured anywhere in the Orion Spur. At nearly a kilometre long and two hundred metres wide, these vessels are an awe-inspiring sight, and have traditionally been used as flagships for the Hegemony’s fleets. They are each armed to the teeth, with heavy railgun batteries, heavy laser cannons and mass driver weapons attached, and dual supermatter reactors as a power source. Due to the size of these weapons, their bluespace drives take enormous amounts of phoron fuel to operate, and they were taken out of active service almost as soon as the phoron crisis hit. Despite their intimidating visage, Cataclysm-class vessels have several major weaknesses, the most critical being the supermatter engines. Due to the highly unstable nature of supermatter crystals, minor damage to the engines can easily cascade into a catastrophic disaster, a weakness which was exploited by the pirates of Izharshan’s Raiders in 2458, when the HMV Cataclysm was critically damaged in an act of sabotage. Their size also renders them slow and unwieldy, and while they are devastating at long-range they are vulnerable to smaller attack craft, as their point defense capacity is relatively limited to compensate for the power of their larger weapons systems. &lt;br /&gt;
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Due to the enormous expense of constructing a Cataclysm-class vessel, the Izweski Hegemony currently only possesses three of these enormous ships, with no plans to construct any more. Some critics of the class have called them enormous vanity projects, and that their only real utility is to look impressive, stating that manufacturing a higher quantity of smaller vessels would have been far more strategically viable in the long run. Currently, all three active Cataclysm-class vessels are located in the Uueoa-Esa system, as they are incapable of interstellar travel.&lt;br /&gt;
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=== Siro-class Fighter ===&lt;br /&gt;
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The primary fighter of the Izweski Hegemony, Siro-class vessels are largely found attached to Bulwark-class cruisers, as well as the Cataclysm-class super-dreadnaughts. They are small, two-person fighters, armed with a single rotary cannon. They are lightly armoured, but fearsomely agile, and a force to be reckoned with in large numbers. In recent years, some Bulwark-class vessels have been modified to hold small fighter bays, as the ships designed for carrying them are largely unusable due to the phoron crisis.&lt;br /&gt;
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=== Spearhead-class Troop Transport ===&lt;br /&gt;
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An older model of transport shuttle, the Spearhead-class is used as a troop transport by Hegemony vessels. While it is unarmed and lightly armoured, it is agile and capable of quickly delivering a boarding party to an enemy vessel. The Spearhead-class has largely been replaced by the cheaper Hunter-class in recent years, and many of these shuttles have since been sold off to organisations such as the Kataphract Guild. They are capable of striking fast and hard, and are often favoured as attack craft by pirates and mercenaries who can get their hands on them.&lt;br /&gt;
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=== Hunter-class Troop Transport ===&lt;br /&gt;
&lt;br /&gt;
The replacement for the Spearhead, Hunter-class vessels are now the primary troop transport of the Izweski Navy. Designed for both spaceborne and atmospheric operation, they are often used in larger engagements for the deployment of Izweski warriors clad in the fearsome breacher suits, dropping them into ground engagements. The Hunter-class is faster than the Spearhead, but larger and less agile. They can usually be found attached to Navy vessels of all sizes, and are never seen far from their motherships - not least because their thrusters consume large amounts of hydrogen and carbon dioxide, and require frequent refuelling to stay active.&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Educational_Institutions&amp;diff=38618</id>
		<title>Unathi Educational Institutions</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Educational_Institutions&amp;diff=38618"/>
		<updated>2026-02-23T23:13:07Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
For most Unathi, education is handled on the job - with young Sinta being instructed in the traditional professions of their clan from a young age. Outside of this, the main form of education for commoners would be through apprenticeships with one of the [[Unathi Guilds|Guilds]]. Some of these guilds operated their own academic institutions, particularly those with more skilled professions requiring extensive study, but most would simply learn through their labor as an apprentice, before perhaps finally being named a full member of their guild. &lt;br /&gt;
&lt;br /&gt;
For the nobility, or particularly well-off guildsmen, however, there are several institutions of higher learning across the Hegemony. In the modern age, many of these institutions have opened their doors to commoners - whether by Hegemonic decree, or simply a desire to earn more money from enrolments. Graduates of these academies may be found throughout the Spur, with many of them having worked to update their curriculums for the interstellar age. Some of the most notable academic institutions of the modern Hegemony are listed below.&lt;br /&gt;
&lt;br /&gt;
== Skalamar University of Medicine ==&lt;br /&gt;
&lt;br /&gt;
Located in the [[Izweski Heartland]], the Skalamar University of Medicine is an ancient establishment, founded in the year 1010 CE by the Ayzi Medical Guild - a regional guild that would later grow into the modern [[Unathi_Guilds#The_House_of_Medicine|House of Medicine]]. Though the House operates many medical schools, the Skalamar University is the oldest and most prestigious of these - to be named a Master Doctor from the University is the height of prestige in the medical field, with its graduates often becoming personal physicians to some of the most important and powerful nobles of Moghes. &lt;br /&gt;
&lt;br /&gt;
In 2465, the House of Medicine was purchased by [[Hephaestus Industries]] - a company which has never been particularly involved in the medical field. This has technically brought the University under Hephaestus as well, though so far the megacorporation has not made any major changes to its curriculum or practices. Many of its graduates have come to find work offworld, subcontracting with human corporations that operate more extensively in the medical industry. Though [[NanoTrasen]] does not have much of a presence in the Hegemony, the University&#039;s curriculum has been adjusted to meet the megacorporation&#039;s standards for a licensed physician, and many of the House of Medicine&#039;s guildsmen will find work with the alien corporation.&lt;br /&gt;
&lt;br /&gt;
Aside from Unathi medicine, the University has implemented and expanded its Department of Xenomedical Studies - teaching alien biology and medical treatment to better prepare its graduates to practice medicine on any form of life. In the modern day, graduates of Skalamar University are expected to be familiar with the treatment and care of any species found within the Spur. Nearly all graduates of the University are women, due to the traditional position of medicine as a feminine study in Unathi society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relevant Jobs:&#039;&#039;&#039; One could graduate the University as a qualified [[Chief Medical Officer]], [[Surgeon]], [[Physician]], [[Psychologist]], [[Pharmacist]] or [[Paramedic]]. A recent graduate from the University might also be a [[Medical Intern]], seeking to gain more practical experience in alien treatment. Though it would require additional training, the biological studies of the University could also lend themselves to a career as a [[Xenobiologist]] or [[Scientist]] with a focus in biomedical science or chemistry.&lt;br /&gt;
&lt;br /&gt;
== Skalamar Academy of the Natural Sciences ==&lt;br /&gt;
&lt;br /&gt;
The other great academic institution of the Izweski capital, the Skalamar Academy of the Natural Sciences is known as one of the greatest centers of learning on Moghes. Scientists from the Academy have proudly stood at the frontier of Unathi progress ever since its founding in the early 19th century, shortly before the rise of the Izweski Hegemony. It was the work of the Academy that put the first colonists on [[Ouerea]], who designed many of the energy weapons wielded by the Hegemony&#039;s military forces in the modern day - and who designed the nuclear weapons that would bring devastation to the planet during the [[Contact War]].&lt;br /&gt;
&lt;br /&gt;
The Academy has traditionally been a place of study for nobles only, though they have recently opened their doors to any Sinta by Hegemonic decree. However, their expensive enrolment fees and extremely high standards of prior education mean that few commoners have been able to make it through the Academy&#039;s doors, with even fewer graduating. The Academy has historically never been affiliated with any of the major Guilds of the Hegemony directly, and as such has remained outside the aegis of Hephaestus Industries - at least, for now. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relevant Jobs:&#039;&#039;&#039; One could graduate from the Academy as a qualified [[Research Director]], [[Scientist]], [[Xenobiologist]], [[Xenobotanist]], [[Xenoarcheologist]] or [[Pharmacist]].&lt;br /&gt;
&lt;br /&gt;
== Baandr College of Spirits == &lt;br /&gt;
&lt;br /&gt;
The Baandr College of Spirits is an institution owned and run by the [[Sk&#039;akh|Sk&#039;akh Church]], focusing on theological education and the higher mysteries of the Three in One. Considered by some to be an outdated school of mysticism and prophecy, the Church maintains its commitment that the College is critical to the wellbeing of the Unathi people. It has traditionally been open largely to nobles, as well as acolytes of the Church who show particular promise. Outside of theology, the College also provides instruction in fields of relevance to the Aspects of Sk&#039;akh - though not to the degree of a more specialized institution.&lt;br /&gt;
&lt;br /&gt;
Though most of its graduates would serve with the Church in some capacity, it is also a frequent place of education for more spiritually inclined nobles, who wish to gain a better understanding of the history, philosophy and spirituality of Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relevant Jobs:&#039;&#039;&#039; Many of the College&#039;s graduates of any Aspect could be found as a [[Chaplain]] or [[Librarian]], with those with a particular focus on history working in the field of [[Xenoarcheologist|Xenoarcheology]]. Those graduates who favor the Aspect of the Warrior could be found as a [[Head of Security]], [[Warden]] or [[Security Officer]]. Those who favor the Aspect of the Healer might find positions as a [[Chief Medical Officer]], [[Physician]], [[Surgeon]] or [[Paramedic]]. Those who favor the Aspect of the Fisher might take positions focused on the Fisher&#039;s role such as [[Chef]], [[Botanist]] or [[Xenobotanist]] - or positions which allow easier connection with others to better guide them such as a [[Bartender]] or [[Psychologist]].&lt;br /&gt;
&lt;br /&gt;
== Imas&#039;hi School of Business ==&lt;br /&gt;
&lt;br /&gt;
The banking guilds of Imas&#039;hi have long operated the School of Business, an institution which has shaped the course of Moghresian economics for decades. Members of many of the prominent guilds have studied in its halls, with the now-defunct Merchants&#039; Guild favoring it for obvious reasons. Unquestionably the school&#039;s most noteworthy graduate would be [[Notable_Unathi#Yukal_T’zakal,_Guildmaster_of_Hephaestus|Yukal T&#039;zakal]], recently-named Guildmaster of Hephaestus Industries and a man both despised and lauded in equal measure. Many of T&#039;zakal&#039;s clan have sought to follow in his footsteps by studying at the School of Business, though it remains to be seen if any will live up to the incredible success the new Guildmaster has found.&lt;br /&gt;
&lt;br /&gt;
The School has changed its curriculum extensively in recent years, to cope with both the new shape of the Hegemony&#039;s economy and the realities of interstellar trade. Many of its graduates will find work as merchants or economic advisors, with some even rising to become Masters of Rivers for prominent noble clans. Hephaestus Industries has also invested heavily in the School of Business, and many of its graduates have found comfortable positions in corporate management with the megacorporation. Many of its graduates also find work as financial or fraud investigators - often for Hephaestus, though sometimes in governmental roles under the Hegemon&#039;s Master of Rivers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relevant Jobs:&#039;&#039;&#039; One could graduate the Imas&#039;hi School of Business as a qualified [[Executive Officer]], [[Operations Manager]], [[Corporate Liaison]] or [[Investigator]]. Noble graduates might also find positions as [[Corporate_Liaison#Hegemony_Consular_Officer|Consular Officers]] for the Hegemony.&lt;br /&gt;
&lt;br /&gt;
== University of S&#039;th ==&lt;br /&gt;
&lt;br /&gt;
The University of S&#039;th is one of the oldest institutions of learning on Moghes, dating back in one form of another to the fall of the Kres&#039;ha&#039;nor Hegemony. In recent years, it has largely been viewed as a place for spoiled noble children to waste their clans&#039; money on frivolous pursuits - though it has seen a rise in prestige lately due to its most famous graduate - the Hegemon Not&#039;zar himself, who graduated prior to his ascent to the throne. &lt;br /&gt;
&lt;br /&gt;
Primarily, the University of S&#039;th has a focus on Sinta&#039;studies - a term which encompasses the fields of law, literature, rhetoric, philosophy and history. Many of the great philosophers, writers and intellectuals of Unathi history have passed through its doors over the centuries. It has traditionally been available only to nobles, though some particularly talented or wealthy commoners have been able to study there in the past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relevant Jobs:&#039;&#039;&#039; One could graduate from the University of S&#039;th as a qualified [[Corporate_Liaison#Hegemony_Consular_Officer|Consular Officer]], [[Corporate Liaison]],  [[Librarian]], [[Journalist]], [[Head of Security]] or [[Investigator]]. Those with a focus on history might pursue further study to become a [[Xenoarcheologist]].&lt;br /&gt;
&lt;br /&gt;
== Teht Academy of History ==&lt;br /&gt;
&lt;br /&gt;
Located in the city of Teht in the [[Southlands]], the Teht Academy of History is an institution historically maintained by the [[Unathi_Guilds#The_Keepers_of_Heirlooms|Keepers of Heirlooms]], where many of its guildsmen have studied. It is known for its connection to the fabled Grand Library of Teht, one of the oldest and most complete collections of Unathi historical records, dating back thousands of years. Primarily the Academy has a focus on, unsurprisingly, history - though its courses cover many of the practices of the Keepers of Heirlooms - Unathi bardic tradition, journalism, storytelling and the warrior-poet traditions of the skalds.&lt;br /&gt;
&lt;br /&gt;
The Academy has historically mostly been open to guildsmen of the Keepers, with those who make generous donations also being permitted to study there. It is known for being a hotbed of debate, discussion and radical ideas, as the tension of modern Unathi society ferments in the factories and fields of the wider Southlands. Overlord Rokasi Miazso, ruler of the Southlands, is a graduate of this institution, known for his poetry which allegedly convinced a Traditionalist lord to defect during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relevant Jobs:&#039;&#039;&#039; One could graduate the Academy as a qualified [[Journalist]], [[Librarian]], or [[Xenoarcheologist]]. Those who favor the traditions of the skalds might also find their way into command positions such as an [[Executive Officer]] or [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
== Mudki School of Engineering ==&lt;br /&gt;
&lt;br /&gt;
High in the northern [[Zazalai Mountains]], the Mudki School of Engineering was a prestigious institution, where many of the finest engineers of guilds such as [[Unathi_Guilds#Junzi_Electric|Junzi Electric]] or the [[Unathi_Guilds#The_Construction_Coalition|Construction Coalition]] would have studied. Following the region&#039;s devastation during the Contact War, however, the school closed its doors in 2456, stating that they would reopen when the situation had stabilized. Nearly a decade on, and as Mudki continues to crumble under the rulership of the mad Lord Izaku, the school shows no signs of reopening.&lt;br /&gt;
&lt;br /&gt;
Graduates of this institution can be found across the Hegemony, however - with many of them having taken work with guilds, or found offworld positions with Hephaestus Industries. Though it may not be accepting new students, it is still highly regarded, and a degree from Mudki carries a great deal of weight in engineering circles throughout the Hegemony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relevant Jobs:&#039;&#039;&#039; Graduates of the School could hold positions as a qualified [[Chief Engineer]], [[Engineer]], [[Machinist]] or [[Atmospheric Technician]].&lt;br /&gt;
&lt;br /&gt;
== Izweski Academy of the Interstellar Sciences ==&lt;br /&gt;
&lt;br /&gt;
A relatively young institution, founded by Hegemon S&#039;kresti Izweski in 2456, the Izweski Academy of the Interstellar Sciences is designed to train Unathi to operate among the stars. Located in the foothills of the mountains north of Skalamar, the Academy has a focus on practical skills such as piloting, as well as more in-depth classes on subjects such as astrophysics, atmospherics and bluespace. Many of the officers of the Izweski Navy are required to study there, and in recent years many alien lecturers have been brought in - primarily humans, with a few Skrell and K&#039;laxan Vaurcae appearing to share their own expertise. &lt;br /&gt;
&lt;br /&gt;
The Academy continues to operate, though only time will tell if it will earn a place of prestige among the ancient colleges and universities of Moghes. Somewhat uniquely, the Academy not only accepts non-nobles but encourages their application, offering very generous scholarships to those who can prove their worth. For the majority, scholarships are also offered for those putting their skills to use in the Hegemon&#039;s service - whether through the Navy or in another position of relevance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relevant Jobs:&#039;&#039;&#039; A graduate of the Izweski Academy could find work as a qualified [[Executive Officer]], [[Bridge Crewman]], [[Chief Engineer]], [[Engineer]], [[Atmospheric Technician]] or [[Scientist]] focusing on bluespace or astrophysics.&lt;br /&gt;
&lt;br /&gt;
== New Skalamar Pioneer&#039;s Seminary ==&lt;br /&gt;
&lt;br /&gt;
One of the most acclaimed universities of [[Ouerea]], the Pioneer&#039;s Seminary was designed to instill colonists with the skills that they would need to not only survive, but to further progress Ouerea&#039;s development. This program manifested at first through the teaching of practical skills such as construction, farming, mining and any other necessary industries for Ouerean sustainability. Having moved in its purpose over the years since Ouerea&#039;s colonization, the Seminary now offers several kinds of courses with &amp;quot;Guild Accreditation&amp;quot; - including Health Sciences, Natural Sciences, Astronomy and much more. &lt;br /&gt;
&lt;br /&gt;
The Seminary was originally founded as a Sk&#039;akh institution and maintains some level of that, with only religious figures holding tenure there - though the introduction of alien faiths and cultures has led it towards a more holistic approach to its spiritual roots. Though it is young and unproven, the Seminary is rapidly gaining prestige against its Moghresian counterparts, with Skrell, human and Unathi theories all seeing practical application&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relevant Jobs:&#039;&#039;&#039; Graduates from the seminary&#039;s original program might find themselves in positions such as a [[Shaft Miner]], [[Botanist]], [[Engineer]] or [[Paramedic]] - favoring the practical skills of early colonial development. Later graduates could have qualifications as a [[Chief Medical Officer]], [[Physician]], [[Surgeon]] from the Health Sciences program; or a [[Chief Engineer]], [[Research Director]], [[Xenobiologist]] or [[Xenobotanist]] from the Natural Sciences program.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;br /&gt;
[[Category:Education]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Crime_And_Enforcement&amp;diff=38617</id>
		<title>Unathi Crime And Enforcement</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Crime_And_Enforcement&amp;diff=38617"/>
		<updated>2026-02-23T23:13:00Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox_Lore}}&lt;br /&gt;
{{Navbox_Unathi_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Law Enforcement=&lt;br /&gt;
Under the normal traditions of [[Unathi]] feudalism, the laws are decided by the reigning monarch or Hegemon and their council - but the duty of enforcing said laws falls to local nobility. Over the centuries, this has developed into a robust system of law enforcement, though one that often varies in standard, training and skill across [[Moghes]] - particularly in regions that were not part of the Hegemony prior to the [[Contact War]].&lt;br /&gt;
&lt;br /&gt;
== The City Watch ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“The soldiers march to war, the nobles command them - but it is your duty to protect your home and your clan. The army may be the Hegemon’s sword, but we are his shield.”&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;-Skalamar City Watch training video, dated 2442&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The tradition of a City Watch dates back millennia, to nearly the earliest beginnings of Unathi permanent settlement. In any city or town of significance, the ruler’s Lord’s Claws will be responsible for the training, recruitment and upkeep of a watch - to ensure that the law of both the ruler and their liege is obeyed. Traditionally, the watch of a city is recruited from among commoners, with noble officers commanding them - a posting that often finds itself filled by the sons of prominent military clans, to gain experience as commanders in peacetime. &lt;br /&gt;
&lt;br /&gt;
A watchman’s equipment varies greatly from city to city, though throughout history they have generally carried clubs, shields and other simple weapons, as well as crossbows - and later firearms - for cases where ranged combat or lethal force was required. Prior to the Contact War, the standard equipment of a watchman in the Hegemony consisted of a lightweight steel baton, a collapsible plastic shield and an armoured vest - with heavier armour and firearms being available in case of serious issues. During the Contact War, many Hegemonic watchmen were exempt from being called to service, though they were required to be constantly ready for the defence of their city. Many lords disliked having watchmen constantly armed - after all, a militia of commoners at a time when all the lord’s personal forces are away is just asking for trouble.&lt;br /&gt;
&lt;br /&gt;
In the modern age, a watchman’s equipment in the Hegemony has changed significantly. Though some smaller and more rural areas may use more outdated equipment, the Hegemony has adapted well to alien technology, at first purchasing and later manufacturing many stunbatons, energy weapons and other tools used by human law enforcement. Today, the average watchman would be equipped with a stunbaton as well as a non-lethal energy weapon - tasers and disruptors being the most common. A lightweight armour vest allows the watchman to move freely, and a telescopic shield can provide protection against most opponents. In an emergency, watchmen tend to be equipped with laser rifles of Hegemony make, now that they are common enough to be affordable.&lt;br /&gt;
&lt;br /&gt;
Typically, watch houses will be set up throughout a city, with some of the larger settlements having dozens. Each watch house is commanded by a watch-captain, who reports to the city’s Commander of the Watch - a position overseen by the Lord’s Claws. Generally, these watch-captains are drawn from nobility, though a few commoners have distinguished themselves and risen to the position.&lt;br /&gt;
&lt;br /&gt;
Watchmen are not soldiers, and provide an essential service to a settlement’s infrastructure - as such, they cannot be called to military service as part of a levy, although they are required to fight in their city’s defence should it fall under attack. To this end, many hoped to become watchmen during the Contact War, in order to avoid being sent to the front lines. However, a watchman’s life is not necessarily something to envy - aside from clashes with criminals, the pay is far from exceptional, especially given that watchmen are forbidden by Hegemonic law from joining a guild or forming one of their own - as it would potentially provide a conflict of loyalty. Many former watchmen have since joined the mercenaries of the Fighters’ Guild or the Dagamuir Freewater Private Forces, in the hopes of seeking better pay than a watchman’s meagre keep among the stars.&lt;br /&gt;
&lt;br /&gt;
The primary duty of a watchman is to keep order - when crimes are committed, the watch will usually call on their own investigators if they have them - though smaller watches may simply lock up whoever looks guilty, and let the matter resolve itself at a trial. The watch of [[Izweski Heartland|S’th]] in particular is known for its laziness, often arresting passers-by in the hopes of shaking them down for a few credits. Generally speaking, city watches will largely police commoners - to arrest a noble requires authorisation from the Lord’s Claws, and it is something most watchmen will not risk unless the evidence against them is truly damning. &lt;br /&gt;
&lt;br /&gt;
Many watches are known to hire spies, when running horns-first into a dead-end case. These spies act as consultants, putting their skills to use to aid the watch - and though there is some judgement and distaste between the two professions, both begrudgingly recognise the other’s use.&lt;br /&gt;
&lt;br /&gt;
== The Zo’kaa (Spies) ==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“Though some call it a profession based on lies, I could not disagree more - the heart of any spy’s work is the pursuit of the truth, in all its purity.”&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;-[[Notable_Unathi#Hizoni_Izweski,_Izweski_Spymaster|Hizoni Izweski]], Hegemonic Spymaster&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The title of “spy” conjures many images to the human mind, not many of them associated with law enforcement. For the Unathi, however, the title carries a different meaning - an ancient profession, codified by Not’zar Izweski. A traditionally feminine pursuit, spies act as investigators, private detectives and actual spies, seeking the truth of a situation in exchange for payment, and bringing secrets to light - or ensuring they stay buried.&lt;br /&gt;
&lt;br /&gt;
Most spies work independently, uncovering secrets and solving mysteries in exchange for payment, though some are organised under spymasters - powerful women, usually of nobility, who run networks of spies, and rent their services to prospective clients. Working under a spymaster has its advantages, as work is generally more stable, but some professional spies would find the loss of independence distasteful. &lt;br /&gt;
&lt;br /&gt;
Some professional spies are hired permanently by city watches or ruling nobility to investigate crimes committed under their aegis, though most tend to take work independently and on a case-by-case basis. A good spy, however, knows that a working relationship with the local watch is often the key to running a profitable business. &lt;br /&gt;
&lt;br /&gt;
There is no formal guild of spies, with apprenticeships generally being a personal and individual matter - a spy will teach a young woman the tricks of the trade, in exchange for a cut of her earnings for some years afterward. Though many are eager to learn the trade, it is a difficult one to master - and a spy who cannot pick up on the dangers of a life trading in secrets is one whose life will often be cut short.&lt;br /&gt;
&lt;br /&gt;
Not all spies are so clearly aligned with the law, however - criminal guilds will often hire spies to investigate their rivals, bury secrets or evidence of their deeds, or frame another for a crime the guild committed. Opinions on these illicit spies vary among their more legitimate sisters - some view the criminal guilds as simply another client, while others believe that working for such an organisation runs antithetical to the heart of the profession.&lt;br /&gt;
&lt;br /&gt;
The life of a spy is often romanticised in Unathi fiction, and is a frequent aspiration for young Sinta women. Novels such as ‘Silent Streets of S’th’ and television series such as the long-running and wildly popular &#039;&#039;‘[[Izweski_Heartland#Entertainment|Venom Hearts]]’&#039;&#039; have led to a cultural touchstone of the spy as a hardened and independent seeker of the truth - though the reality is far less glamorous than portrayed in such media.&lt;br /&gt;
&lt;br /&gt;
Many nobles will also hire or appoint their own private spymasters, who will bring on spies who are, in theory, loyal solely to their liege - though as with all things involving the Zo’kaa, nothing is quite so simple. The most prominent of these spymasters in the modern day is unquestionably Hizoni Izweski - the spymaster of the Izweski Hegemony, and viewed by many as the ideal of one in her profession.&lt;br /&gt;
&lt;br /&gt;
== Bounty Hunting ==&lt;br /&gt;
&lt;br /&gt;
When a criminal flees beyond the reach of the watch, some lords may hire mercenaries to track them down in the case of particularly egregious crimes. Most of these bounty hunters are licensed under the [[Unathi_Guilds#The_Fighter&#039;s_Lodge|Fighters’ Lodge]], though the [[Private_Military_Contracting_Group#Dagamuir_Freewater_Private_Forces|Dagamuir Freewater Private Forces]] have expanded aggressively into the business, particularly for those rare criminals who manage to flee offworld.&lt;br /&gt;
&lt;br /&gt;
These hunters will roam across the Hegemony beyond in search of their quarry - and are one of the rare groups of non-military personnel allowed to bear weapons, so long as they carry with them a writ of identification authorised by a noble of the Hegemony. Since the end of the Contact War, many criminals seek to escape into the [[The Wasteland|Wasteland]] - and hunters are sent to track them through the radioactive sands. For an Unathi warrior seeking to earn good money, the commander of [[The_Wasteland#Camp_Integrity|Camp Integrity]] is always willing to pay for the hunting of particularly dangerous Gawgaryn, criminals who have fled into the sands, or Traditionalist holdouts. &lt;br /&gt;
&lt;br /&gt;
Though most of these hunters are Unathi, not all are. [[Vaurca|K’laxan Warriors]], Ouerean humans and [[Skrell]], and even the rare [[Dionae|Diona]] gestalt can be seen working in the profession - after all, there may be many differences between the species, but the language of credits is a famously universal one.&lt;br /&gt;
&lt;br /&gt;
== Law and Trials ==&lt;br /&gt;
&lt;br /&gt;
When a criminal is captured, they are placed on trial before the local ruling noble, or one of their representatives. In smaller villages, this will often be a council of local clans’ leaders, whereas in larger cities the nobility will tend to have one or several “justicars” to act as their representatives, as a single person judging every trial in a city the size of Skalamar or Jaz’zirt would rapidly become unmanageable.&lt;br /&gt;
&lt;br /&gt;
Though it is a common assumption that a noble has sole jurisdiction over sentencing, this is not the case - the Izweski Code of Law has contained mandated minimum and maximum sentences for a crime for centuries, and though some nobles in particularly isolated regions may ignore this, to flout it carries great risk - as a noble found to act against the will of the Hegemon may be severely punished, up to and including the loss of their titles, being made Guwan or even executed.&lt;br /&gt;
&lt;br /&gt;
Within these restrictions, however, a noble may judge entirely as they see fit. Theoretically, any noble of the Hegemony may judge trials, though in practice it is reserved for the ruling noble of a region or a representative they explicitly appoint. There is no jury system in the Hegemony outside of Ouerea, or standards of legal representation - a Sinta is permitted to speak on their own behalf, and to call witnesses to their character or innocence, but they must do so themselves - and whether a witness is entertained is entirely up to the presiding noble. &lt;br /&gt;
&lt;br /&gt;
When a noble is judged, their liege is required by law to oversee the trial, and Overlords will generally handle cases regarding their vassal nobility. In the extremely rare event where an Overlord is tried, the Hegemon himself is the judge - and his sentence is absolute. Twice in Unathi recent history has an Overlord been brought on trial - Overlord Yiztek of [[Ouerea]], and Overlord Yizarus of [[Gakal&#039;zaal|Gakal’zaal]]. Both were found guilty, though Yizarus never returned to Moghes to face his sentence, dying at the hands of the Gakal’zaal Liberation Army.&lt;br /&gt;
&lt;br /&gt;
The Izweski Code of Law is an enormous text, and scholars of the Hegemony pore over it tirelessly, but some of the more common crimes and their sentences are listed below. It is worth noting that prisons are uncommon in the Hegemony, being viewed as a waste of resources - though criminals are often sentenced to a period of hard labour, those deemed a significant enough threat to society to be given life imprisonment in other nations are usually executed. Of note, where ‘execution’ is mentioned as a sentence, the option to become Guwandi is provided to Sinta instead - viewed as a more honourable and delayed form of execution. In addition, some may choose to become Guwandi when faced with being named Guwan, in the hope of regaining their lost honour in death.&lt;br /&gt;
&lt;br /&gt;
=== Crime and Punishment ===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|+ Crime and Punishment&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Crime&#039;&#039;&#039; !! Minimum Sentence !! Maximum sentence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Theft&#039;&#039;&#039; || Hard labour or payment equal to the stolen item’s cost. || The loss of a hand and/or being named Guwan.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dishonourable Behaviour&#039;&#039;&#039; ||  A public confession of dishonour and apology towards the victim. || Being named Guwan.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disturbance of Public Order&#039;&#039;&#039; ||  A week’s hard labour and an apology to the noble in question. ||  Six months’ hard labour and an apology to the noble in question. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039; || One month’s hard labour, and payment to the victim. || Loss of the offending hand and/or being named Guwan.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Possession of Unlawful Materials&#039;&#039;&#039; || One week’s hard labour, and surrender of any contraband. || Three months’ hard labour, and surrender of any contraband. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039; || Six months’ hard labour. ||  Loss of the tongue and/or being named Guwan &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Piracy&#039;&#039;&#039; ||  Being named Guwan &amp;amp; one year’s hard labour. || Execution &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039; || Being named Guwan and/or the loss of the offending hand. || Execution. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rebellion&#039;&#039;&#039; || Execution || Being named Guwan, followed by execution&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ouerean Law ===&lt;br /&gt;
The law of [[Ouerea]] is very different from that of the wider Hegemony - though it does nominally fall under the Izweski Code of Law, Ouerea is largely permitted to govern itself for the most part. Several crimes and punishments are radically different there, with the punishment of being named Guwan being removed entirely, and a prison system having been established during the [[Sol Alliance|Sol]]-[[Nralakk Federation|Nralakk]] joint governance. &lt;br /&gt;
&lt;br /&gt;
The Ouerean legal system is much more inspired by human ones - any Sinta is allowed the right to representation in a court of law, and they are judged by a jury of their peers rather than a reigning noble.&lt;br /&gt;
&lt;br /&gt;
= Criminal Guilds =&lt;br /&gt;
&lt;br /&gt;
Criminal guilds are illicit underground guilds run by secretive clans of Unathi - similar to human or Tajaran mafias, these criminals have come together to operate outside the law.&lt;br /&gt;
Notably, it’s known that these criminal guilds tend to recruit from the undesirable Guwan, using them as the major workforce of their organisations.&lt;br /&gt;
&lt;br /&gt;
In these underbelly Guilds, Guwandi are seen as a weapon of ritualistic - and honourable - assassination. When a member of the Guild goes against the Guild’s wishes, they are assumed to have taken the mantle of Guwandi, making them a target for other Guwandi that wish to restore their honour and ‘return to the guild’. This method has helped keep snitching on the Guilds to a minimum.&lt;br /&gt;
&lt;br /&gt;
== Shortclaw Clan ==&lt;br /&gt;
&lt;br /&gt;
An ancient organisation, the Shortclaw Clan or Shortclaw Guild is one of the largest criminal guilds in Unathi history. Dating back to the days of the [[Unathi_History#The_Second_Hegemony|Sarakus Hegemony]], the Shortclaws are an organisation consisting primarily of thieves, fences and smugglers - spanning nearly the entirety of the Hegemony, from the packed streets of Skalamar to the distant settlements of far-flung colonies.&lt;br /&gt;
&lt;br /&gt;
In 2459, the Shortclaws gained infamy from carrying out one of the largest heists in Unathi history - known by its members as the Day of Gold a mass theft spanning from Moghes to Ouerea and even beyond the Hegemony, with heists being reported in [[Tau Ceti]]. Primarily nobles were targeted, as well as the coffers of powerful or wealthy [[Unathi Guilds|guilds]], with untold thousands of credits’ worth stolen. &lt;br /&gt;
&lt;br /&gt;
=== History &amp;amp; Culture ===&lt;br /&gt;
The Shortclaws date back to the Sarakus Hegemony, formed from a small group of Guwan pickpockets in S’th. Over time, they expanded operations, recruiting more and more thieves into their number. Though individual ‘chapters’ of the Shortclaws are greatly divergent, they are all still part of a larger organisation, and owe tribute to their guildmaster - whoever it may be.&lt;br /&gt;
&lt;br /&gt;
Though the Shortclaw guildmaster’s identity is unknown, their title is one that echoes in the underbelly of Unathi society - the self-proclaimed “Hegemon of Thieves”. It is said that this guildmaster has an elaborate and ornamental crown, and that whoever manages to steal it from them through their cunning or guile can take control of the entire syndicate. Whether this is truth or legend is uncertain, as like with most things about the internal hierarchy of criminal guilds those who know are bound by a code of silence.&lt;br /&gt;
&lt;br /&gt;
Though the nature of the Shortclaws’ work requires secrecy, they often can be identified by their fellow members with one of a few signals - a wooden ring on the little finger or short-clipped claws being the most common. &lt;br /&gt;
&lt;br /&gt;
=== Operations ===&lt;br /&gt;
Theft is the primary trade of the Shortclaws, dating back to their origins - but as the organisation expanded, so too did its needs to both sell those stolen goods, and to work with other criminal organisations. To this end, the Shortclaws also work extensively as fences, offloading their ill-gotten goods to other gangs and criminal guilds on the black market, as well as smuggling illicit goods throughout the Hegemony.&lt;br /&gt;
Following first contact, the Shortclaws seized on the opportunity presented by interstellar travel, expanding their operations into trading with offworld smugglers. As time went on, this led to the guild acquiring some ships of their own, which frequently travel across the Spur carrying various ill-gotten gains. Following the rise of the Silver Scales, however, this operation has largely been cut back, as the other guild has a massive advantage due to its origins in the [[Unathi_Guilds#Merchants_Guild|Merchants’ Guild.]]&lt;br /&gt;
&lt;br /&gt;
Pirate fleets are frequent customers of the Shortclaws, selling their loot to the criminal guild, who can offload it onto customers elsewhere. While this relationship is an old one, and well-established, the Shortclaws are not pirates, and not considered as such - no Shortclaw has ever been permitted to visit Ha’zana. &lt;br /&gt;
&lt;br /&gt;
Outside of the Hegemony proper, the Shortclaws have a presence on Gakal’zaal, though a small one - often trading or exchanging information with the [[Tajara|Tajaran]] smugglers who dock at the Free Gakal’zaal Station. Despite the conflict between the two species, the Shortclaws maintain ties with their Tajaran counterparts, and often act as fences for Tajaran smuggled goods in the sector. Shortclaw thieves can also be found further afield, primarily in the [[Republic of Biesel]] and the [[Coalition of Colonies]] - though their operations remain centred on Uueoa-Esa. They will occasionally trade with the Unathi underground in Tau Ceti or [[Mictlan]], and have been known to steal from the megacorporations in both Biesel proper and the [[Corporate Reconstruction Zone]].&lt;br /&gt;
&lt;br /&gt;
The Shortclaws are known to have ties to some of the Hegemony’s nobility - most notably Lord Karkatus of S’th, known for his corruption and ties to criminal syndicates. Given the organisation’s deep roots in the city, some have suspected Karkatus of being a member himself, or even the guildmaster - though these accusations are likely unfounded.&lt;br /&gt;
&lt;br /&gt;
=== Membership ===&lt;br /&gt;
To join the Shortclaws, one must first be recruited - an existing member of the guild has to take notice, and vouch for the recruit to the local chapter master. The prospective recruit will then be assigned a series of jobs to test both their skill as a thief, and to scout them for any signs of ties to local law enforcement. Though the Shortclaws are thieves rather than murderers, those among them found to be undercover operatives or spies can expect no mercy, and the waters of the Moghresian Sea are littered with those unfortunate enough to be found out.&lt;br /&gt;
&lt;br /&gt;
Should these tests be passed, one is named an apprentice of the guild, working under a full-fledged member who takes a majority of the profits from their apprentice’s thefts - an incurred debt of sorts for their membership and education. When this is paid, another test is arranged, usually involving a high-risk heist of some variety. Traditionally, this heist is rigged if possible, with local guards on the guild’s payroll informed if possible - or guild members disguised as guards acting, if not. This test is designed to tell if the apprentice will break under pressure and turn on their fellow guildsmen - and those who do are cast out, if they are lucky. &lt;br /&gt;
&lt;br /&gt;
Journeymen of the guild keep the majority of their personal take, save for a cut for the chapter master - who in turn, sends a cut of their chapter’s profits to the guildmaster. Succession of chapter leadership is a simple matter, with representatives of the “Hegemon of Thieves” deciding which of the chapter’s journeymen is worthy. &lt;br /&gt;
&lt;br /&gt;
Exile from the Shortclaw Guild is reserved as a dire punishment - for those who steal from their fellow guildsmen, those who inform on the guild, or those who fail to perform the requisite services to the organisation. In some chapters, this exile is marked by severing the little finger of the former member’s main hand - so they may never again impersonate a thief of the guild. Exiles are monitored closely, and should they seek to inform on their former guild they are swiftly dealt with.&lt;br /&gt;
&lt;br /&gt;
== The Shadow Service ==&lt;br /&gt;
The Shadow Service is one of the larger underbelly guilds that does not use Guwan - instead, using hidden members of society or Guwandi who wish to regain their honour in a noble assassination duel. Utilising a form of Unathi Breacher Suit, they are rumoured to be capable of using active camouflage to be completely invisible. It is frowned upon by the Shadow Service to use this stealth capability for battle, and the enemy should always know they are being hunted by a member of the Shadow Service, and for what reason.&lt;br /&gt;
&lt;br /&gt;
=== History &amp;amp; Culture ===&lt;br /&gt;
Little is known about the inner workings of the Shadow Service - though the earliest rumours of the guild date back thousands of years, to the days of the First Hegemony. Whether this is the same guild, having carried out its services all this time - or simply a chain of them trading on the fame of their predecessors - the Shadow Service have done their work for nearly as long as Unathi civilisation has existed, and have grown into a legendary status for it.&lt;br /&gt;
&lt;br /&gt;
The organisation is one shrouded in absolute secrecy, with little known to outsiders - those few assassins who have ever faced captivity have remained absolutely silent, even in the face of execution. From this, it can be inferred that the Shadow Service has an extremely strict code of the ‘Assassin’s Honour’, and that to breach it is considered a fate worse than death. This is further supported by their means of killing.&lt;br /&gt;
&lt;br /&gt;
What little is known is that the assassins of the Service are highly trained and highly dedicated, as well as having access to various advanced and alien technology. Whether this was purchased from other criminal guilds, or taken as payment from the nobles who hired them, none are certain. &lt;br /&gt;
&lt;br /&gt;
Hiring the Shadow Service is a difficult procedure, which is largely done through word of mouth - someone will let slip that they seek an assassin, whether personally or through a retainer for wealthier nobles - and the Shadow Service may well answer. Usually, they work through intermediary fixers - rare and trusted individuals who know how to contact the Service, and can pass along the details of a client following an investigation to discern if they are trustworthy.&lt;br /&gt;
&lt;br /&gt;
=== Operations ===&lt;br /&gt;
The Shadow Service is one of the most gender-inclusive Guilds in Unathi society, with a perfect 50/50 split in men and women. As men harming women is seen as disrespectful, dishonourable, and downright terrible, the Shadow Service contracts women to kill women, and men to kill men. Depending on the situation required, the Shadow Service is said to send in a &#039;noble Assassin&#039; to complete the task. If the target is believed to be honourable, the assassin must act honourably - however if they have shown any signs of dishonourable act, they are open grounds for all out hunting. Acting honourably does not mean giving a fair fight, however - and many of these duels have been known to end in a single blow from the assassin.&lt;br /&gt;
&lt;br /&gt;
Publicly, &#039;assassins&#039; are known to exist - and tales of the Shadow Service circulate similar to the human &#039;Illuminati&#039; or the Skrell &#039;Secret Council&#039;. Peasants would have nothing to fear - with some even idolising the stories of &#039;honourable assassins&#039; that enact righteous justice through heavy-handed, forced duelling. Richer noble clans would have a different view - one of fear, dangerous enough to warn their children about. It is said when a nobleman expects a visit from the Shadow, they will receive warning beforehand to allow the target to prepare to join the ancestors. When a woman is targeted by the Shadow Service, a female assassin will be sent instead. With killing women, they are held to a higher standard, and their body should be left &#039;presentable&#039; enough for a proper traditional Th&#039;akh funeral.&lt;br /&gt;
&lt;br /&gt;
When an assassin of the Shadow Service makes a kill, the Guild’s sigil is left upon their body or at the scene of the crime - a stylised Sinta eye, pupil-less. What this sigil means has been the subject of countless theories and speculations, though none but the assassins know for certain. One thing that is known, however, is that the Service does not tolerate imitators - to use their sigil for your own killings is to invite immediate and brutal retribution. The last known response to this was in 2382, when a Guwan in Skalamar drew their symbol upon a wall in a rival’s blood, seeking to intimidate his rivals in the underground. Within a week, his body was left in the streets of the city, with the symbol of the Shadow Service drawn on a piece of paper and nailed to his chest.&lt;br /&gt;
&lt;br /&gt;
Recently, the Service has expanded its operations offworld, with several assassinations having been carried out on Ouerea and in further-flung colonies - though it is believed that outside of the larger colonies, assassins will largely travel to fulfil a contract themselves rather than remaining there permanently. The Shadow Service has been reported to operate as far afield as Tau Ceti, though the vast majority of their operations remain concentrated on Moghes.&lt;br /&gt;
&lt;br /&gt;
=== Membership ===&lt;br /&gt;
How does the Service recruit? None know for certain. It is believed that they train their operatives from youth, and tend to recruit from the orphanage guilds - training them until adulthood in every form of killing known to Unathi. No member of the Guild has ever spoken on this matter, though those captured have often been unidentifiable by law enforcement, with no records save for paper-thin false identities. Some stories say that the Guild operates its deadly ‘schools’ in the mountains to the north of the Heartland, training orphaned and forgotten Unathi into hardened instruments of death - though none have ever uncovered any evidence of this.&lt;br /&gt;
&lt;br /&gt;
There is no exile from the Shadow Service. To betray the Guild is met with death, without exception. Once you are a member, you are a member for life, or so the legend goes. If assassins grow old enough to retire, some say they are simply killed - while others say that the Guild provides them with money and land on which to settle down, and live out their last days in peace. &lt;br /&gt;
&lt;br /&gt;
The identity of the Shadow Service’s guildmaster, if there even is one, is entirely unknown. No information has ever been uncovered on the guild’s leadership, structure or means of succession - and if those among the Hegemony’s mightiest know who may lead the guild, they have as much motivation to keep silent as anyone else. After all, an assassin is just one of many tools to maintain power in the games of the nobility, and losing such a valuable thing would benefit no one. &lt;br /&gt;
&lt;br /&gt;
== The Silver Scales ==&lt;br /&gt;
 &lt;br /&gt;
When the [[Unathi_Guilds#Merchants_Guild|Merchants’ Guild]] went bankrupt, the economy of the Hegemony very nearly collapsed entirely - with only the intervention of [[Hephaestus Industries]] saving it. However, though the Guild itself was defunct, its members were still around - many of them now finding Guild assets that were essentially up for grabs. Rather than wait for the Guild to sell them off to the highest bidder - likely Hephaestus - many of these Merchants chose to act, stealing Guild property and assets and absconding, forming a network of smugglers and brokers to rival the Shortclaw Clan themselves. &lt;br /&gt;
&lt;br /&gt;
Though a recent arrival, the Silver Scales’ operations stretch across the Hegemony, taking advantage of the Merchants’ Guild’s former contacts and trade routes through the Orion Spur. In a short amount of time, these former merchants have re-established a fraction of the power they once held, acting as interstellar smugglers and information brokers. The Hegemony has declared them as thieves and outlaws, and Hephaestus seeks to crush the last remnant of a potential rival - but the Scales persist, working to restore the financial dominance they once held. &lt;br /&gt;
&lt;br /&gt;
=== History &amp;amp; Culture ===&lt;br /&gt;
The history of the Silver Scales is a short one, with the organisation having formally formed in late 2465. It is believed many of its members already held criminal ties during their time as guildsment of the Merchants’ Guild, however - engaging in illicit trade with pirates, alien smugglers, and criminal guilds to sidestep the Hegemony’s strict trade regulations. &lt;br /&gt;
&lt;br /&gt;
The organisation largely operates as smugglers, taking advantage of the Merchants’ Guild’s trading fleet to smuggle across the Orion Spur - from the wreckage of the former [[Human Wildlands]] to Gakal’zaal to Tau Ceti. Though still far diminished from the heights of the Merchants’ Guild, the Scales have surged to wealth and prominence since their inception, and already have become a fixture of the Hegemony’s underground.&lt;br /&gt;
&lt;br /&gt;
The Scales are known to favour silver rings and jewellery as a form of identification, though the nature of their work means that many of them prefer to remain inconspicuous when trading in the Hegemony. Some of them are even rumoured to have coated their horns in silver, though this is viewed as extreme even among the Guild.&lt;br /&gt;
&lt;br /&gt;
=== Operations ===&lt;br /&gt;
The Silver Scales’ operations range across the Orion Spur - the Merchants’ Guild had contacts and trade routes nearly everywhere, and their criminal remnants have made excellent use of that. Aside from the Hegemony’s criminal guilds, they frequently trade with pirate fleets - many of whom their members already had relations with, having paid them to ignore their own vessels or attack their rivals’. &lt;br /&gt;
&lt;br /&gt;
Vessels of the Scales also range further afield - trading with Tajaran smugglers and criminals on Gakal’zaal, human pirates in the Badlands and remnants of the Wildlands, and insurgents in the Corporate Reconstruction Zone. Their vessels are known to dock on [[Valkyrie]], and they will frequently trade with both Unathi and alien criminal organisations there. In the Coalition of Colonies, they have been known to deal with various criminal syndicates on [[Assunzione]] and [[Xanu Prime]], and there are rumours of their vessels doing business in the [[Empire of Dominia]] as well. In the brief time since they came to exist, they have carved themselves a niche in the interstellar black market, and this shows no signs of slowing down. &lt;br /&gt;
&lt;br /&gt;
They have competed with various other criminal guilds, though mostly preferring to make friends rather than enemies - after all, why fight someone when you can simply pay them off? They have something of a rivalry with the Shortclaws, who operate in a similar market - though this is not an outright feud, and the two groups are known to trade and occasionally cooperate.&lt;br /&gt;
&lt;br /&gt;
=== Membership ===&lt;br /&gt;
The Silver Scales primarily consist of former guildsmen of the Merchants’ Guild, and this is where the bulk of their upper ranks are drawn from. They are also known to recruit lower-ranking members from Wastelanders, Guwan, and former guildsmen of other guilds, in order to provide the needed skills and services to operate an interstellar smuggling ring.&lt;br /&gt;
&lt;br /&gt;
While none of these newer recruits have risen to higher positions in the guild hierarchy, in theory there is nothing preventing it - though individual captains and chapter masters prefer to choose and train a successor early, ideally one with enough scruples to not decide advancement at the point of a knife is a good idea. &lt;br /&gt;
&lt;br /&gt;
Unlike most criminal guilds, the guildmaster of the Silver Scales is widely known - a Sinta by the name of Akhna Razi, a relative of the former guildmaster of the Merchants. Razi is a young woman, but a highly capable one, who was able to band the remnants of the Merchants together and persist through the near-total collapse of their guild. Despite her relation to Hizoni Izweski, the two are not close and, as far as Hizoni has publicly stated, have never spoken beyond cursory introductions. Whether or not the Silver Scales hold deeper ties to the Izweski Spymaster is a matter of some speculation, though, as with most questions relating to Hizoni Izweski, few concrete answers have ever been found.&lt;br /&gt;
&lt;br /&gt;
== The Jhakal Syndicate ==&lt;br /&gt;
Many Unathi have left the Hegemony, whether in flight from the Wasteland or in pursuit of a better life among the stars. The Jhakal are an example of the former, having once ruled over the Jhakal Kingdom, a member-state of the Traditionalist Coalition. When the Kingdom fell to Izweski forces, the remnants of the Jhakal clan were forced to flee, eventually finding passage offworld with the assistance of human smugglers and setting course for the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
Over the years, the Jhakal have expanded operations across the docks of [[Valkyrie]] - gaining control and influence over the illicit trade running through the moon through a mixture of cunning, bribery and occasional spots of violence. For those smugglers and criminals seeking to do business in Tau Ceti, especially on Valkyrie, the Jhakal have become a fact of life - and one that is far better to have as a friend than an enemy. &lt;br /&gt;
&lt;br /&gt;
=== History &amp;amp; Culture ===&lt;br /&gt;
The Jhakal Kingdom was never one of great importance or power, but managed to maintain its independence both from the Izweski and rival kingdoms. When it was captured by the Izweski, some of the ruling clan fled, including the ruling king. They were able to escape via human smugglers, fleeing for the Republic of Biesel - though King Jhakal would not survive the journey, having grown ill over the clan’s desperate flight offworld. &lt;br /&gt;
&lt;br /&gt;
Arriving on the docks of Valkyrie with but a few loyal retainers, the remaining Jhakal might have quickly fallen to infighting, if not for the leadership of Lady Islek Jhakal, sister to the late king. She quickly took control of the remnants, bringing those who would bend the knee under her and disposing of the rest, before setting her sights on Valkyrie. The reputation of the Unathi as violent brutes worked in their favour, as she began renting the services of her clan’s warriors out to the gangs and syndicates of Valkyrie, beginning to accumulate credits - all the while plotting her ascent to power. Over the years, more and more of the rival smuggler syndicates fell, brought down from without or within, and as more Unathi came to Valkyrie, more of them found that the Jhakal offered good payment for only moderately dishonourable work. &lt;br /&gt;
&lt;br /&gt;
Though they remain exclusively Unathi, the Jhakal have expanded far beyond their original clan, and are informally known as the Jhakal Syndicate - or sometimes the Jhakal Queendom, depending on who you ask. In the modern day, the Jhakal keep a tight grip on the docks of Valkyrie, and a vast majority of illicit trade that flows through the moon is under their supervision. Though they have achieved wealth and power in human space, this is in no small part due to the cunning leadership of Lady Islek - and when she dies, many of the organisation’s members fear all they have worked for could be undone.&lt;br /&gt;
&lt;br /&gt;
=== Operations ===&lt;br /&gt;
The Jhakal primarily operate through their control of the docks - taking cuts from smugglers, paying off guards and inspectors, and ensuring that illegal trade can flow smoothly through Valkyrie. Outside of that, they deal in the sale of those smuggled goods both on Valkyrie and Biesel proper, dealing in drugs, weapons and smuggled luxuries from far-off worlds. They have good relations with those pirate fleets that operate in the Republic of Biesel, and are an often source for fencing of ill-gotten goods. &lt;br /&gt;
&lt;br /&gt;
Outside of that, they frequently run protection rackets on Valkyrie - taking fees from local businesses to ensure that both their own people and other criminal organisations leave them alone. These fees are carefully calculated - enough to be profitable, but always just under the line of outright extortionate - the exact point where they are preferable from the alternative. If one doesn’t have the money to pay the Jhakal, they always accept debts and favours, with Lady Islek having built an elaborate web of debtors across the moon’s surface. &lt;br /&gt;
&lt;br /&gt;
Expanding on this, many gambling dens and bars are also run by the Jhakal - capitalising on addiction or runs of bad luck to bring more and more into the clan’s debt. They have extensive influence among many of the Hephaestus workers and managers on Valkyrie, and this fact is a large contributor to their avoidance of the law. &lt;br /&gt;
&lt;br /&gt;
=== Membership ===&lt;br /&gt;
Aside from those members of the clan who originally fled from Moghes, any Sinta may earn membership in the Jhakal through dedication and service. A large number of Unathi and, more rarely, aliens, work under the syndicate without bearing the Jhakal surname - though they are employees, they are not afforded the protection that being a member of the Jhakal proper imparts, and many will often take on dangerous jobs in the hope of earning a place within the ruling clan. &lt;br /&gt;
&lt;br /&gt;
Marriage is also a traditional approach to joining the clan, though this method is less common and does not confer as much authority as rising through the ranks would, unless the clan member’s spouse is capable of earning that authority themselves. To date, the only Sinta known to have married into the syndicate is Lady Islek’s late husband Bezhak Rizek, a high-ranking Hephaestus dock manager who perished during the [[KING OF THE WORLD|Solarian invasion of 2462]].&lt;br /&gt;
&lt;br /&gt;
Islek herself remains the uncontested leader of the clan, suffering no rivals even as she enters her twilight years. In public, she presents herself as a kindly and almost grandmotherly individual, a prominent citizen of the Valkyrian Unathi community known for her generous charitable donations and commitment to improving the lives of the working Sinta of Valkyrie. Behind this mask, however, she is a woman known for her cunning, willpower and absolute ruthlessness - respected and feared by rivals and underlings alike. She has ruled with an iron claw for nearly twenty years, and though in her advanced age the prospect of succession is increasingly discussed none would dare to suggest she step down. Though she claims no noble title beyond the traditional “Lady”, there is another title which has been bestowed in whispers upon her nevertheless - the “Queen of Valkyrie”. A dramatic name, but one not so far from the truth. &lt;br /&gt;
&lt;br /&gt;
Currently, her son, Khariz Jhakal seems the most likely choice to inherit leadership of the organisation - though he is inexperienced, and often allows his temper to get the better of him. This has led to several arrests on both Valkyrie and Biesel, as he has been involved in several brawls and minor crimes, all of which his mother and her lawyers have managed to keep his name clean of. Whether he is worthy of following in his mother’s footsteps, or whether her rivals will see his ascent as a chance to strike - only time will tell.&lt;br /&gt;
&lt;br /&gt;
== The Hammertail Smiths ==&lt;br /&gt;
&lt;br /&gt;
While black markets may be common, the concept of a “black factory” is much rarer, the idea of an entire industry producing and selling in illegality, generally to other criminal elements. The Hammertail Smiths are just that, an organization of engineers, scientists, machinists, and industrial workers whose ingenuity, and occasionally deranged inspiration, is fueled and funded by eager clients, from pirate fleets and other Unathi criminal organizations to individual actors, may they be in the Hegemony, or on the other side of the spur.&lt;br /&gt;
&lt;br /&gt;
The Hammertail Smiths, both due to their talent and to their business being very powerful on the black market, got to expand rapidly since their creation in 2433, to the point where they own several sites and stations across the Spur to do their research and production. Over the years, they became a well-known group all over the Spur, producing some popular pieces of equipment such as the infamous Crimson Voidsuits and Hardsuits series.&lt;br /&gt;
[[File:Gorlexlogo.png|200px|thumb|right|The symbol of the Hammertail Smiths adorns all of their creations, making it a common sight in countless black markets.]]&lt;br /&gt;
=== History &amp;amp; Culture ===&lt;br /&gt;
&lt;br /&gt;
The Hammertail Smiths group was formed around 2433 as Hephaestus Industries, and to a lesser extent Zavodskoi Interstellar, started to win over a part of the population. From the get-go, the motivations behind the group’s members were diverse, but they all united under the same goal, providing Unathi-made alternatives to the advanced alien gear and equipment the corporations would provide Moghes with and prevent the creation of an alien monopoly. Doing so meant reverse-engineering this equipment of course, and this meant acts of theft, espionage, and other criminal acts, which led the Smiths to illegality very early. Between their small numbers, the need to avoid authorities, and the difficulties and dangers of acquiring corporate technologies, the first years of the Hammertail Smiths were generally unproductive, though their many experiments in these years would prove formative. With the Contact War approaching, members of the Traditionalist Coalition managed to come in contact with the Smiths and hire them to create advanced weaponry that could rival the Hegemony’s. Though they managed to do so, the Smiths lacked the means to produce them in high quantities, and barely dozens of beam rifles, along with armor prototypes, were produced before the Nuclear Exchange. Still, this would also prove formative and would lead to the Hammertail Smiths finding their specialty in weapon and armorsmithing.&lt;br /&gt;
&lt;br /&gt;
After the Nuclear Exchange, the Hammertail Smiths, those that survived at least, seemed to have found a way out of Moghes as they were then found in Ouerea’s criminal underbelly, among the burgeoning pirate fleets of the time, who became their main clients. It’s during these years that the Hammertail Smiths began to truly grow and master their art. With more members, their ability to produce more increased, which in turn led to more attention and even more recruits. When Ha’zana was discovered, they were invited to move there, and so they built one of their largest facilities near Iz’iz, manned by thousands of workers. Their greatest installation, however, is rumored to be a massive, hollowed-out asteroid somewhere in the Badlands going by the name of Site 90-12, whose location is kept secret to all, even their client. By 2460, the Hammertail Smiths also had installations outside of the Badlands and were recruiting more than just Unathi (though they still remain overwhelmingly Sinta.)&lt;br /&gt;
&lt;br /&gt;
By now, arms and armor by the Hammertail Smiths can be found in the hand of any criminal, wherever they are, so long as they can afford them, or get their hands on it in another way. Most nations consider them criminals, and the SCC treats the initial members of the Hammertails as corporate spies as best, and their members are arrested on sight for association with a criminal organization at the very least. Despite it all, they continue to grow, produce, and sell all over the Spur.&lt;br /&gt;
&lt;br /&gt;
=== Operations ===&lt;br /&gt;
&lt;br /&gt;
The Hammertail Smiths delve into various types of activity to fuel their business. These activities can be split into four branches: development, production, trade, and operations.&lt;br /&gt;
&lt;br /&gt;
Development refers to researchers and testers, those who work on creating new technologies to produce and sell. Hammertail Smiths researchers, even today, can hardly rival today’s main powers when it comes to making the most advanced pieces of technology, but they don’t have to. Instead, they enhance already existing technology, try to make it cheaper to produce, easier to use, more reliable, and so on. These only work in the few main facilities of the Hammertail Smiths, such as on-site 90-12, in their facility on Ha’zana, and other large installations hidden across the Badlands.&lt;br /&gt;
&lt;br /&gt;
Production is the backbone of the Hammertail Smiths. Though their ability to create advanced gear is what made their initial success, what allowed them to grow so much to this day is their ability to answer to the demand for their creations, and then some more. Factories belonging to the Hammertail Smiths can be spotted across the Spur, though the further they are from the Badlands, the less likely they are to actually be Unathi-made and are instead generally just reclaimed installations. The Smiths are mostly known for their weapons and armor, but they can also provide other types of goods to their closest allies. The wealthier Unathi Pirate Fleets, for instance, can afford to occasionally ask for Hammertail-made modifications for their ships, and even occasionally entirely new spacecrafts made for specific missions.&lt;br /&gt;
&lt;br /&gt;
Trade isn’t just about Hammertail merchants selling their wares on the black market, but also the many smugglers of the Hammertail Smiths, as an organization of their size requires an important logistics network, one that very often has to remain concealed from authorities.&lt;br /&gt;
&lt;br /&gt;
Finally, Operations would be the smallest branch, it would also be the most varied. From the few corporate spies they could send out to gain knowledge of the Spur’s main powers’ gear, to their very own security forces when they cannot hire local thugs or pirates for this work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notable Creations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;HSHS-37&#039;&#039;&#039;, or &#039;&#039;&#039;Crimson Hardsuit&#039;&#039;&#039;. Strangely, the crimson hardsuit borrows next to nothing from its industrial or military counterparts, such as the Vampire and Breacher hardsuits from the Sol Alliance and Izweski Hegemony respectively, instead housing a purely homebrew circuit board and miniaturized shielding system. What makes the HSHS-37 appealing is no doubt the flexibility and universal usefulness to any race, doubly so the integrated shields charged by way of well-positioned capacitors that rapidly turn on and off when physical trauma is detected. Among other things, it supports practically any hardsuit module, with backwards compatibility for older prototypes and by default harboring combat leg actuators and a chemical dispenser. The naming convention of Hammertail armors follows the highest recorded number of rounds that could be shot center of mass without fully puncturing the suit.&lt;br /&gt;
* The &#039;&#039;&#039;HSVS-19&#039;&#039;&#039;, or &#039;&#039;&#039;Crimson Voidsuit&#039;&#039;&#039;. The HSVS-19 aims to be the best of both worlds when it comes to armor and pressure-proof apparatuses, and while it lacks the modular design of the HSHS-37, it sports armor as fair as a plate carrier with little to no speed reduction, making use of similar shield-capacitor technology mentioned in the HSHS-37. It was manufactured by human members of the Hammertail Smiths from one of their installations in Valley Hale, and thus was built around the Human body first, but has seen refitting in recent years.&lt;br /&gt;
* The &#039;&#039;&#039;HSS-02&#039;&#039;&#039;, or &#039;&#039;&#039;Double-Bladed Energy Sword&#039;&#039;&#039;, is a prototype within the Hammertail Smiths. It has seen little use in combat because of the extremely high skill floor required to use it effectively. Masters of bladed quarterstaffs or spears have found themselves dead or permanently maimed, with limbs dangling uselessly or severed entirely with one wrong turn or twist. The double-bladed energy sword, when used correctly, can deflect or absorb lasers, sear ballistic rounds and cause them to splinter or shatter before hitting the user, thus lessening their effectiveness, and generally be used as a whirlpool-blender to turn whoever opposes the user off. Its downside stems from the nigh-impossible techniques to replicate and follow in order to use it safely, and its tendency to explode when exposed to electromagnetic pulses (EMPs). It was named not after the number of blades it has, but instead the amount of high-capacity power cells required for it to function.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Membership ===&lt;br /&gt;
&lt;br /&gt;
Due to their wide range of activities and sheer size, the Hammertail Smiths hire from a wide range of people. Members of all species, origins, cultures, and religions are welcome, as long as they respect rules, for both safety and secrecy’s sake, and that they actually work enough.&lt;br /&gt;
&lt;br /&gt;
Low-ranking members are generally not allowed to know much about other sites, creations, and blueprints aside from those they work on; this is both to counter spies and to ensure recruits they might need to fire will not be able to tell much about the Smiths if they ever dared to do so. Higher ranking members get to know more, but this comes with more responsibilities, and these very often stay here for their whole lives; as they cannot be allowed to be fired and risk telling about various Hammertail installations to authorities (or even just be caught and interrogated), the Smiths taking much inspiration from the pirate “dead men tell no tale” threat. Aside from that, punishment within the organization works much like typical Unathi punishments; hard labour, loss of a hand in the case of some thieves or aggressors, and so on.&lt;br /&gt;
&lt;br /&gt;
Those that work enough, and are loyal to the Hammertail Smiths are paid surprisingly well enough, salaries being comparable to most corporate workers of the same level of responsibilities, though that can differ the further away the workers are from the Badlands and from Hammertail leadership.&lt;br /&gt;
&lt;br /&gt;
== The Champions of Moghes ==&lt;br /&gt;
&lt;br /&gt;
Though many groups throughout the Izweski Hegemony were opposed to the presence of Hephaestus in the economy even prior to their mass acquisition of guilds, the events of 2465 changed that significantly. Though many among the Izweski nobility were opposed to Hephaestus - as were the workers of the Hearts of Industry and the cultists of the Aut’akh - this opposition rarely escalated into what one might call open warfare. &lt;br /&gt;
&lt;br /&gt;
The Champions of Moghes are a new organisation - one who claims to be dedicated to keeping the destiny of the Sinta people in Sinta hands, by any means necessary. Though little is known about their membership or hierarchy, their membership is believed to come from many places - former guildsmen of Hephaestus’s new acquisitions, members of the Hearts of Industry, Wastelanders, lingering Traditionalist supporters and even the occasional Aut’akh or Si’akh cultist. They are a group with many ideologies and beliefs, united solely in their hatred of Hephaestus and Hegemon Not’zar for allowing them to grow as they have.&lt;br /&gt;
&lt;br /&gt;
The Champions came to prominence in October 2465, after a prolonged campaign of sabotage against Hephaestus cost the megacorporation hundreds of millions of credits, culminating in an assassination attempt on Titanius Aeson which came dangerously close to success. They were uncovered by a Hephaestus investigation, and promptly released a video claiming responsibility for the attacks and stating their goals for a Hegemony free of the influence of Hephaestus.&lt;br /&gt;
&lt;br /&gt;
Despite their membership often being conflicted, and the wide range of individual cells, the Champions are well-equipped and well-trained, capable of an extensive campaign against Hephaestus which has already cost the corporation enormous amounts of money. This has led to speculation about their funding and equipment running rampant - with some believing that nobles opposed to Hephaestus are supplying the terrorists, though no proof of this allegation has ever been found.&lt;br /&gt;
&lt;br /&gt;
Others look further afield, believing that Hephaestus’s rival corporations are using the Champions as a means by which to break the company’s stranglehold on the Izweski economy. Zavodskoi Interstellar and NanoTrasen are the two names usually mentioned here - and while no explicit proof of this has ever been uncovered, it would be nothing out of the ordinary for the power struggles between corporations.&lt;br /&gt;
&lt;br /&gt;
=== Structure and Strategy ===&lt;br /&gt;
&lt;br /&gt;
The Champions of Moghes operate in cells. These can range in size from a few to dozens, scattered throughout the major population centres of the Hegemony. Though specific details about the organisational structure are scarce, it is known that cell leaders report to someone above them, though their superiors’ identities are usually unknown. Secrecy is their greatest weapon against Hephaestus and the Hegemony, and they wield it well. &lt;br /&gt;
&lt;br /&gt;
Generally, the Champions recruit from those already opposed to Hephaestus - the refugee settlements in the Untouched Lands are often prime targets for embittered Wastelanders and former Traditionalists, as are the cities of Ouerea. While one would think that the Guwan might make for prime recruitment candidates, the opposition of most other Sinta to working with them plus the fact that many Guwan are able to seek more opportunities with Hephaestus than elsewhere means that there are few Guwan among their number. &lt;br /&gt;
&lt;br /&gt;
They tend to focus swiftness and surprise in their attacks - favouring bombings, assassinations, hijackings and other acts that are widely considered dishonourable. Their tactics are reminiscent of those the Tajaran resistance on Gakal’zaal used, which has led to some speculation by Izweski law enforcement that veterans of that campaign are highly positioned within the Champions. They are equipped with an odd mix of Unathi-made and alien weapons, with one raid on a Champion cell in S’th finding several human-produced laser rifles and Tajaran surplus ballistic weapons. &lt;br /&gt;
&lt;br /&gt;
Despite their motley assortment of equipment, however, the Champions operate with surgical precision when they do strike, a highly coordinated and efficient insurgency. This further supports the theory that former military personnel make up some of the organisation’s leadership, as well as that they have some form of hidden training camps to drill their members in these tactics - though none of these have been uncovered thus far.&lt;br /&gt;
&lt;br /&gt;
They are known to have some form of space capability, as several Hephaestus vessels disappeared during their campaign of sabotage - though whether this was internal theft by agents within the company, an attack by a Champion-equipped vessel, or a deal with one of the more anti-Izweski pirate fleets, no one is sure. Regardless, though they are concentrated on Moghes, attacks from the Champions have been reported across Hegemony space.&lt;br /&gt;
&lt;br /&gt;
=== Relationships With Other Groups ===&lt;br /&gt;
Aside from their opposition to Hephaestus, the Champions do not have firm stances on most groups within the Hegemony - every principle is flexible in pursuit of their ultimate goal. However, some interactions have been recorded, and captured members of the Champions have been able to provide some intelligence on how their organisation interacts with others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;&lt;br /&gt;
The Hegemony and Hephaestus are closely tied, and naturally this makes the nation an enemy of the Champions of Moghes, with their official proclamation having declared Not’zar Izweski an unworthy Hegemon. However, some within the Izweski nobility are opposed to Hephaestus, and many of these nobles have been suspected of aiding or abetting the Champions’ actions in some way. Overlord Hutay’zai has frequently spoken out against Hephaestus, and though he officially disavows the Champions many among them think well of him, and would be satisfied to see his clan take the leadership of the Fourth Hegemony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;K’lax Hive&#039;&#039;&#039;&lt;br /&gt;
The K’lax are closely tied to both the Hegemony and Hephaestus, and as such are enemies of the Champions. Though some among the Hive dislike the level of power the corporation now wields within the Hegemony, the K’lax Queens are united in their disavowal of the Champions, and their Warriors have frequently been on the front lines fighting against the terrorist group. To most of the Champions, the K’lax are alien invaders, the same as Hephaestus - and though they do not carry the same level of hatred, there is little love lost towards the Hive from their membership.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ouerean Confederation&#039;&#039;&#039;&lt;br /&gt;
The Ouerean Confederation has officially denounced the Champions, and many of their membership would find the idea of Ouerean multi-species democracy laughable - but many Ouereans hold a deep distaste for Hephaestus, and the Champions have recruited extensively from the planet. It is suspected that some more radical members of factions such as the Warriors of Liberty have provided funding or information to the Champions - after all, the fall of the Hegemony is their desired outcome. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut’akh Communes&#039;&#039;&#039;&lt;br /&gt;
The Aut’akh of the Hegemony are opposed to Hephaestus, and some of their number can be found among the Champions. While many of the Champions’ members would have strong distaste for the cybernetically-enhanced cultists, they do share a common foe, and some of the undercity communes have been known to provide information or aid to the Champions at times. They are not allies, and many other communes on Moghes and Ouerea have disavowed the Champions’ tactics for the innocent lives lost in their attacks - but they share a common enemy, and if nothing else, that means the two groups can come to be loosely aligned at times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Si’akh&#039;&#039;&#039;&lt;br /&gt;
The Prophet Si’akh has not spoken on the matter of the Champions, though some of his followers can be found among their number, seeking to tear down the corruption of the Izweski Hegemony. Though Si’akh is not explicitly opposed to Hephaestus, the faith’s radical stance on the Hegemony and its nobility mean that they are prime targets of recruitment - though rarely trusted with information, as it is known that should the Prophet take a stance against the Champions, his followers will turn on them too. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pirate Fleets&#039;&#039;&#039;&lt;br /&gt;
No official relationship has been recorded between any of the known pirate fleets and the Champions of Moghes, though some speculate that the Champions made some deal to leverage pirates into attacking Hephaestus&#039;s assets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Criminal Guilds&#039;&#039;&#039;&lt;br /&gt;
The Champions of Moghes are known to work on occasion with both the Silver Scales and the Shortclaw Clan, purchasing weapons, equipment and information. Beyond that, however, the relationship is minimal - an association of pragmatism, rather than one of ideology. The Champions have no recorded interaction with the Shadow Service, preferring to carry out their assassinations themselves when necessary.&lt;br /&gt;
&lt;br /&gt;
== The Gawgaryn ==&lt;br /&gt;
Though many Wastelanders have turned to raiding and banditry to survive, none are more infamous or more feared than the Clan Gawgaryn - the Punished of the Wasteland. Across the radioactive desert, the Gawgaryn will kill, rob and maim to survive another day in the ruins of Moghes, and their name is cursed by many of those who would seek to travel through those harsh lands. More information on the Gawgaryn can be found [[The_Wasteland#Clan_&amp;quot;Gawgaryn&amp;quot;_-_The_Punished_Clans|here]].&lt;br /&gt;
&lt;br /&gt;
== The Aut’akh ==&lt;br /&gt;
While not a criminal guild, many of the Aut’akh communes of Moghes work closely with organisations such as the Shortclaw Clan - and are hunted by the law for their deeds. As such, they are worthy of a mention here - with many of the Undercity Communes operating similarly to other criminal guilds, stealing from their rivals and enemies to sustain themselves and their people. More information on the Aut’akh, and the criminal communes in the underbelly of Moghes, can be found [[Aut&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
== The Hearts of Industry ==&lt;br /&gt;
While a legitimate guild, the expansion of Hephaestus saw the Hearts of Industry’s power broken, with many of its members hanging up their mantles in favour of the benefits provided by the megacorporation. Those who remained were found without legitimate work, and have frequently turned to, if not crime for its own sake, agitation against the megacorporation. Their acts often toe the line of sabotage, public disorder and other minor crimes, as Hephaestus pressures the Izweski to crack down harder on the Hearts - perhaps in time they will become a criminal guild in their own right. Many guildsmen angry at Hephaestus’s ownership of their former guilds have since joined, and the Hearts maintain a small presence in both the Southlands and Ouerea. More information on the Hearts of Industry can be found [[Unathi_Guilds#Hearts_of_Industry|here]].&lt;br /&gt;
&lt;br /&gt;
== Pirate Fleets ==&lt;br /&gt;
Though space piracy is a new phenomenon for the Unathi species, it is one that has rapidly spread in the past few decades, with fleets of Unathi pirates roaming across nearly the entire Spur. &lt;br /&gt;
&lt;br /&gt;
Though Piracy is punished harshly; the nebulous nature of Unathi piracy, the fleets that make up this field, and their politics makes it more complicated than one would assume. The Unathi that engage in piracy directly against the Hegemony and its people, as well as its allies such as Hephaestus are punished harshly - but those that do not generally stay out of trouble, or at least are not punished for piracy. They may be punished for any other crimes such as smuggling, theft, or murder, however.&lt;br /&gt;
&lt;br /&gt;
Additionally, Unathi pirates, may they be alone, part of an independent crew, or used to be in a fleet, can return to the Hegemony and swear fealty to the Hegemon. There, their crimes are forgiven, assuming they were not too egregious, and they are allowed to keep their ships so long as they used their assets, skills and experience in the service of the Hegemony, bolstering its fleet as privateers. These pirates are often treated poorly and paid very little, but to some, it is a better option than risking getting caught, or spending one&#039;s life among pirates. Naturally, these pirates are not allowed to swear fealty as they are caught and/or judged, they have to do so on their own volition.&lt;br /&gt;
&lt;br /&gt;
Alternatively, some other fleets can work with Hegemonic clans and colonies in need without swearing fealty directly to the Hegemon. These fleets and pirates tend to already be in relatively decent terms with the Hegemony and its people in the first place, of course, and this allows them stay on the Hegemon&#039;s better side while still retaining some degree of independence.&lt;br /&gt;
&lt;br /&gt;
More information on Unathi pirate fleets, their customs, and their way of life can be found [[Unathi Piracy|here]].&lt;br /&gt;
{{Navbox_Unathi_Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Military_Structure&amp;diff=38616</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=38616"/>
		<updated>2026-02-23T23:12:48Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
Historically, the Unathi of Moghes have operated under a feudal levy system, where lords were required to maintain a personal and well-trained military force to be summoned by their liege in times of war. This tradition continues in a sense, with most lords of the Hegemony still holding levies - though it has had to adapt greatly to the realities of a modern interstellar empire.&lt;br /&gt;
&lt;br /&gt;
= The Hegemonic Army =&lt;br /&gt;
The armed forces of the Izweski Hegemony largely rely on vassal levies, made up of the peasantry. During times of war, lords are required to conscript a certain percentage of their population to serve under them in the Hegemonic Army, with this percentage being set by the Hegemon and subject to change as the war demands. The largest percentage of levies raised was in the midst of the contact war, when the conscription rate reached 80% of all male Unathi in the Hegemony’s territories. This reliance on peasant levies to fill in the army has resulted in the Izweski having a tiny standing army, particularly when compared to their regional rivals in the [[Empire of Dominia]] and [[Republic of Elyra]]. Raising of levies generally tends to cause a significant drop across all industrial sectors, as their workers are called to war. For this reason, the Hegemony only calls its full army to bear in the most extreme circumstances, instead preferring to rely on &#039;&#039;&#039;Bannermen and Men-at-Arms.&#039;&#039;&#039;&lt;br /&gt;
[[File:Space refugees by thirteen dogs-da00teb.jpg|thumb|alt=Refugee Crisis.|A peasant levy stands watch over in a destroyed town staring out at the newly formed wasteland during the Contact War.]]&lt;br /&gt;
== Peasant Levies ==&lt;br /&gt;
Peasant levies make up a majority of the armed forces of the Hegemony when they are raised for war, which is only in the direst of circumstances. Most of the time, those conscripted are simply peasants working the land under their lord, not the normal jobs for soldiers. Untrained and generally under equipped, they act as fodder to bolster the strength of the professional trained regiments of Men-At-Arms, who are full time soldiers. To be called into a peasant levy is generally a harsh experience, with most levies being provided little to no training in military matters, instead simply equipped with the bare minimum of gear, and thrown into the fight. Their losses therefore are normally heavy, compounded by the callous disregard most of their officers(normally nobility) have for their ability as soldiers, instead seeing them as mostly meat for whatever grinder is nearby.&lt;br /&gt;
&lt;br /&gt;
Equipment within a Levy is the bare minimum of what one would bring into battle in the 25th century, normally consisting of a simple set of poor quality body armor, old rifles, and whatever spare equipment a noble can dredge up out of storage for war. However, despite how ill-equipped the levies are, morale is rarely an issue, as should a levy be raised to war it is a sign that the war is going badly for their leaders, and all hands are needed to ensure that their lands do not suffer because of it. Peasant Levies are usually inspired by being told they are fighting for their homes themselves, instead of a distant idea of honor or debt to their lords. Still, once battle commences peasant levies can not be relied upon to maintain their normally high morale, as their officers command them to engage in areas that are little more than meat grinders, long slogging engagements, mostly pinning down enemy forces until a professional force can come and kill them. These engagements extract heavy casualties from the peasant levies, who even if they are victorious, become disillusioned with the idea of fighting for their lord in such a way. Desertion after the first battle a peasant levy engages in is normally high, and Lords make every effort to publicly punish those they can catch.&lt;br /&gt;
&lt;br /&gt;
Additionally, when peasants are called for a levy, they are no longer working their normal jobs on the home front. This leads to a marked drop in production of all goods whenever a peasant levy is called to war, and the high casualties mean production continues to suffer as fewer Unathi are now working the lands. This is the primary reason the Hegemony has been slowly working towards phasing out peasant levies, attempting to replace them with a standing army of Men-at-Arms, yet the finances of most lords are not to the point where the Hegemony would have access to an army the likes of their neighbors should peasant levies be fully abandoned. At least for now, the levy system remains, though ever since the Contact War levy requirements have been generally lowered across the nation.&lt;br /&gt;
&lt;br /&gt;
== Bannermen and Men at Arms ==&lt;br /&gt;
Since the beginning of the industrial era, it quickly became clear that armies required at the very least a core of professionally trained soldiers, instead of just massed peasantry with minimal training. The Sarakus Hegemony proved the value of a standing professional force during their wars of unification, and drafted the structure that still dominates Unathi military forces today.&lt;br /&gt;
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=== Bannermen and Officers ===&lt;br /&gt;
Bannermen are noble Unathi outside of the normal feudal structure - not holding any lands but instead commanding a noble’s professional force of a regiment of Men-at-Arms. It was born out of the nobility&#039;s desire to ensure their classes continued control over the trained section of the army, not trusting peasants to consistently be loyal. As time has passed since its creation, there have also been more titles created to represent different levels of officers within a regiment that are still held by the nobility. Unlike other noble titles, the title of Bannerman along with other officer titles is non-hereditary, instead being an appointed one by the ruler to which the Bannerman gives fealty. However, many landed rulers will continually pick Bannermen from the same clans as a reward for trusted allies. The only landed title a Bannerman may hold is being the commander of a military position, where the title is non-hereditary and constantly changing hands between different officers.&lt;br /&gt;
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As stated, officers usually come from noble clans that have been long associated with the clan of the landed ruler. These clans, often referred to as ‘Shieldbearer Clans’, exemplify the martial leanings of the Unathi species, steeped in the traditions of Unathi war. From the time they first walk, male members of these clans will be taught the intricacies of command, strategy, and combat - all so that they may one day become officers themselves. Those who excel in this learning usually achieve this goal, becoming an officer in their liege&#039;s forces - but for the rest, very little remains tying them down to Moghes. Many of these so-called “wash-outs” instead look to the stars, where their years of experience and education in all matters of warfare are highly valued. Many become officers within the Hegemonic Navy, while some venture even further to employment within human corporations such as [[Zavodskoi Interstellar]], or various [[Private Military Contracting Group|private military contractors]], using their skills to line their clan’s pockets. These clans tend to be highly traditional and slow to embrace change, save for in the field of the army and its technology. Shieldbearer clans tend to be progressive towards the extreme when it comes to the organization of their military forces and the technology used on the battlefield. They constantly advocate for new equipment, training material, and tactical ideas to be tested or implemented, in whatever form they can. However many Lords cannot afford the cost of this, leaving those bannermen and their regiments beyond those pledged to the wealthiest of lords much worse-equipped than their contemporaries in other nations.&lt;br /&gt;
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For those nobles who do eventually become an officer, a spartan life of war and preparation for it awaits them. The officer corps know that not only their individual lords but the entire Hegemony has only them and their men to rely on as professional soldiers in the event of a conflict - as barely any training is ever afforded to levied soldiers. As a result they will often push themselves and their troops to the absolute limit of training, constantly developing and testing new tactics and strategies, while keeping their skills and condition finely honed. The end result is that Unathi officers, especially those of higher rank, are some of the most skilled commanders in the Spur - so long as they are kept to the field of battle they know.&lt;br /&gt;
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Officers pledged to a lord will often not start near the top of a regiment, instead starting as a Slhiri, or Troop-Leader, commanding the smallest units within their regiment. At this point the officer will probably be around sixteen years of age, and still undergoing heavy education in martial matters. These low-ranking officers are rarely viewed with the same respect as more experienced officers, but instead as arrogant, stubborn, and poor quality officers. Those who learn quickly may advance, slowly working their way up the chain of command to higher ranks - but many, now having been granted a command, do not, and remain poor quality officers at this lowest level. The result of this has seen regiments across the Hegemony have very talented high command, while those soldiers who actually take part in the fighting are frequently forced to suffer under the difficulties of incompetent officers.&lt;br /&gt;
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=== Men at Arms ===&lt;br /&gt;
Men at arms(also called Armsmen) are the professional soldiers of the Hegemony’s nobility, commanded by noble officers. Unlike the officer corps, armsmen are mostly peasantry, those Sinta who wanted to become professional soldiers instead of tilling the land for the remainder of their lives. However they live separate from the rest of the peasant population, isolated within castles or military bases when not deployed, and encouraged to remain so when they are. Men-at-arms are chosen in a variety of ways, from the local watchmen, notable levies on the field of battle, to applications and trials similar to boot-camps. Whichever way they are chosen though, to become a man-at-arms is to commit oneself to the Warrior’s Code, and live a life of war. Unlike other professional armies, there is no resignation as an armsman - it is a career position that one must serve in until they become too old, physically unable to fight any more, or perish on the field. However, for this life of service, they are owed a debt by their lord, not just in their standard wages, but a pension at the end of their service, whether that end comes from age or injury. This pension can sustain a Unathi in relatively comfortable conditions, not needing to be worked for, and is what all Armsmen dream of receiving one day. An armsman&#039;s pension is paid out to his clan should he die in the line of duty, which has led to many of the peasantry post-Contact War seeking to enlist in the hopes of helping their kin to survive.&lt;br /&gt;
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The most common way that men-at-arms are chosen is from the countless former levies who fought in the Contact War. Many of the surviving warriors who fought for the Hegemony wished to remain in military life, instead of returning to their homes - as many of them no longer had homes to return to. While some of these men formed the backbone of the newly formed Izweski Navy, many of them have remained in the Army, enlisting as permanent men-at-arms. So many of these men enlisted that the Hegemon created brand new regiments tasked with securing the various Wasteland outposts, as well as patrolling key bases and locations across Izweski space which are deemed vital enough for the Hegemon to take a direct hand in overseeing them. &lt;br /&gt;
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Divided up into regiments each focused on a different aspect of war, men-at-arms spend nearly every day until their retirement under the direct command of their officers and any subordinates he chooses to appoint to assist his command. Each regiment is equipped in a different way, determined by their specialization, local lord, and available equipment. For example, a heavy infantry regiment may be equipped with breacher suits, heavy autocannons, and only stand at five hundred men strong - whereas a standard infantry regiment may be equipped with basic body armor, laser rifles, and stand at five thousand men strong. This difference in equipment and specialization makes those who have served in a regiment unable to truly relate to others who served in a different regiment, regardless if they served under the same lord. Regiments will interact with one another regularly though, with training exercises being incredibly common not just only within a Lord’s territory, but with those loyal to a different Lord of the Hegemony.&lt;br /&gt;
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These training exercises are the most constant part of the daily life for an armsman, with them being scheduled regularly by lords and their Bannermen - all in order to constantly keep their men not only physically impressive but mentally talented in the arts of war. The intense energy put into this training has left the Hegemony&#039;s armsmen as some of the best trained troops within the Spur, having vast experience in many different types of combat and engagements. These training exercises normally see armsmen vastly overpowered by their imagined enemy, whoever it may be - allowing for far better training not only for the officer commanders, but for individual armsmen who become used to the feeling of needing to fight an enemy better than they are. The results of this training were demonstrated in 2465, when the Hegemon and Overlord Hutay’zai used their armsmen to pacify extensive rioting on Ouerea. The pacification was carried out with brutal efficiency over a perid of two days - and while it resulted in thousands of deaths, only ten of the combined Ouerean watchmen and Hegemonic armsmen were killed during the unrest. However, the Hegemony&#039;s standing army has never been tested against a foe beyond internal Hegemonic issues, remaining untested should war break out with another power.&lt;br /&gt;
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While almost every noble in the Hegemony has a force of men-at-arms, the Izweski clan hold by far the largest force of profesional warriors at their disposal. The Hegemony, founded on the principle of rule through strength, necessitates a large force under the direct command of the Hegemon or those implicitly loyal to him. The regiments of the Izweski Clan, either pledged to the Hegemon himself or Lord&#039;s Clas Mirazuz Izweski, number in the thousands, with their associated armsmen accounting for over a third of all armsmen within the Hegemony. This massive professional force has been the main deterrent of rebellion during Not’zars reign, keeping potential enemies at bay.&lt;br /&gt;
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== Battle Order ==&lt;br /&gt;
The equipment of the different regiments of armsmen is as varied as their background, and depends on so many factors it cannot be easily defined. For those armsmen serving poorer landed nobility, equipment is markedly poor quality, and in poor condition as most purchases are either pre-war equipment or imported human weaponry. For those serving wealthier nobles or the Izweski themselves, they are often equipped with top-of-the-line Unathi-manufactured weapons, armor, and equipment.&lt;br /&gt;
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=== Regiment Equipment and Type ===&lt;br /&gt;
==== Infantry Regiments ====&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|A Motorized Infantry Squad roles into a Wasteland Village.]]&lt;br /&gt;
Infantry regiments are the most diverse of the Hegemony&#039;s army, as nearly every lord of the nation has raised at least one. Their quality of equipment varies wildly, though for those pledged to wealthier lords or the Izweski themselves there is a general standard for equipment. The modern Hegemonic infantryman is usually equipped with a Hegemony-manufactured laser rifle, as well as a pistol and energy sword as sidearms. They do not have much in the way of conformity, instead simply using the colors of whichever lord they are pledged to, though they can be identified by their ceramic-metal composite body armor, also usually bearing the heraldry of their lord. Specialized troops within the regiment will also be equipped with extra gear, such as tripod-mounted weapons, medical supplies, or other specialized equipment.&lt;br /&gt;
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Beyond the standard form, there are many varieties of infantry regimens, each with their own set of specialized equipment. The main two specialized infantry regiments that can be found are Motorized and Mechanized, which use half-tracks and exosuits respectively. Spaceborne and Waterborne infantry regiments are rare, largely only deployed by the Izwewki themselves.&lt;br /&gt;
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Besides Spaceborne and Waterborne Infantry Regiments, which only the Izweski currently hold, Infantry regiments are limited to ground deployments - mostly on Moghes itself. They use the Izweski rail network to travel normally, though sometimes shuttles or aircraft are required for rapid deployment or travel or to Wasteland outposts. The Wasteland itself represents the largest deployment area for Infantry regiments, as the Hegemony is constantly fighting against its denizens and attempting to reclaim the more habitable areas of the border wastes. This fighting is normally on foot, with standard infantry regiments doing most of the work while the more specialized(and expensive) regiments are held back.&lt;br /&gt;
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==== Heavy Infantry Regiments ====&lt;br /&gt;
The most famous of Unathi warriors, heavy infantry regiments are composed of heavily armored infantry in the famed breacher hardsuits, armed with the heaviest weaponry available. It is a common view throughout the Hegemony that energy weaponry is best-suited for lightly equipped troops who cannot carry the amount of ammunition that someone in a hardsuit can. For this reason the standard heavy infantry armsmen are normally equipped with projectile weapons - heavy sluggers, railguns and light machine guns all being commonplace. However, for those armsmen who have proved their worth and been assigned to specializations, a far more extensive range of weaponry is available - with many being ordinarily crew-served weapons repurposed for heavy infantry use. These weapons include heavy autocannons, rocket pods, grenade launchers and anti-tank weaponry, and are common to see among specialized armsmen of heavy infantry regiments, usually modified for use by a single soldier.&lt;br /&gt;
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Despite the weight of their equipment and armor, heavy infantry regiments tend to be the most mobile of unmounted infantry, and remain more mobile than vehicles - able to climb or navigate rough terrain with the aid of their hardsuits. Breacher hardsuits used by most heavy infantry regiments are manufactured by Hephaestus Industries within the Hegemony, and the design for the suit as well as its specifications are a heavily guarded secret by both parties. Due in part to this, the suits are incredibly expensive on top of being highly advanced, making the equipping of a proper heavy infantry regiment an impossibility for all but the wealthiest lords. For this reason, those armsmen who have served in heavy infantry regiments are seen as the ultimate warriors of the Unathi, recieving great respect from both their fellow warriors and the general public. Yet despite their martial prowess, they are rarely deployed in the modern day due to the expense and training requirements of replacing a fallen heavy infantry armsman. Therefore, they are most often deployed in socially significant roles such as honor guards, or when excessive violence is needed to make a point against an enemy.&lt;br /&gt;
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To become one of these warriors is a difficult task, as their high status allows those Bannermen in command of heavy infantry regiments to take only the best recruits - acting as an elite force for the Hegemony. At this time, only Lords to have proper heavy infantry regiments within their forces are the Hegemon himself and the five Overlords of Moghes, as lesser nobility cannot afford the cost of their creation and maintenance. As a rule, these regiments recruit only those who are already serving as armsmen, usually after they have proved themselves in one way or another. Once selected, recruits are then put through a grueling set of  tests known as the Anvil Trials designed to break those who are disloyal or too weak to be given the power of joining the heavy infantry. Very little is known about these tests, as the regiments attempt to keep them secret, but it is known that a few soldiers have died attempting to pass. After the tests are passed, the recruits are then given their armor and weaponry, before being inducted into the regiment for a year of training and further tests, after which they will either pass and join the Regiment or fail and be returned to their previous position.&lt;br /&gt;
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==== Armored Regiments ====&lt;br /&gt;
Besides infantry regiments, armored regiments are the second most prolific form of regiment in the Hegemony, making use of tanks, warcarriers and other armored vehicles. Though they were deployed extensively on both sides of the Contact War, the armored regiments are largely overlooked in the modern day, with heavy armored vehicles seeing little use in the ongoing campaign to reclaim the Wasteland or in fighting the various insurgent groups that threaten the nation. Modern armored regiments tend to be deployed in supporting roles with infantry regiments, with their heavier vehicles largely going unused.&lt;br /&gt;
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However armored regiments still do have some specialized equipment, notably the Courser - a recently invented tank designed for mobile fire support. Its design was mainly driven by the weakened Izweski Navy, as well as fears that the Hegemony would lack an armored force of its own should they be forced to engage rival powers in ground combat. As such it comes equipped with high-end jamming equipment, and a plethora of guns ranging from a 100mm direct-fire cannon to four 15mm autocannons. It is lightly armored for a vehicle of its size, having traded protection for mobility.&lt;br /&gt;
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==== Artillery Regiments ====&lt;br /&gt;
Artillery regiments are considered a symbol of status and power among the Unathi nobility. Infantry regiments will often be complimented by some specialized members with simple mortar tubes or even proper artillery - but unless a Lord has a large force of men-at-arms or is constantly fighting at the borders of the wasteland, an entire regiment dedicated to artillery and artillery alone is rarely worth its cost. As they are used so infrequently, artillery regiments follow a standardized code of operations laid down by Yaret Akrezi, a bannerman who made famous use of artillery against the Traditionalist Coalition during the Contact War. The standard he set would go down as being ahead of its time in terms of military thinking, and be adopted universally among the Bannermen who came after him.&lt;br /&gt;
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The standard composition of an artillery regiment set by Yaret Akrezi reflects the time when it was made, being useful only for a regiment providing artillery support for a large army such as those fielded during the Contact War. In Akrezi’s eyes, an artillery regiment should be built around a core of twelve batteries, each boasting sixteen 165mm guns, the standard gun for Hegemonic artillery. These artillery pieces are usually vehicle-mounted for ease of rapid artillery support anywhere on the battlefield. Half of these batteries should then operate independently of each other, instead being attached to other regiment groups and their commanding Lords, providing fire support for them. The other half should be held in reserve, and be shuffled around to where large-scale combat is occurring, lending all their guns to support that effort, hopefully tipping the balance in favor of the Hegemony. Outside of these twelve core batteries, an artillery regiment should have a robust network of supply to keep guns fed with fresh ammunition, and a further four batteries made up of six self-propelled light artillery pieces each. These light artillery pieces, mostly 105mm guns, would be spread out among the army, with none allocated for the main point of fighting, instead acting on the wings with the flank troops. Doing so, in Akrezi’s eyes, would allow the big guns to support the biggest groups who were going to decide the course of the battle, while still not depriving the rest of the army of fire support. Lastly, that there should be two batteries of twenty self propelled artillery pieces each, being made up of what we would know as MLRS’s, or Multi-Launch-Rocket-Systems. Akrezi envisioned these final batteries to be the only part of the Regiment, outside of the logistics system, under the personal command of the Firemaster, the Bannerman who commands an artillery regiment. They would act as the overall commander’s personal artillery batteries, able to assist anywhere they wanted fire support given. In his writings, Yaret Akrezi vaguely referenced the possibility of also allowing MLRS’s to fire small tactical level fission bombs, but does not go into detail about it, or recommend it.&lt;br /&gt;
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In the end, Akrezi would get his wish. Following the conclusion of the Contact War and Akrezi&#039;s death, the Hegemony quickly realized their two biggest potential threats were the nations of Dominia and Elyra, both with larger navies than that of the Hegemony. Therefore, their tactics adapted accordingly, and Bannermen across the Hegemony began to ask what they needed to fight a war should they lose control of the planet’s orbit. Hephaestus Industries quickly picked up on this, and after acquiring weapon schematics believed to be from [[Zavodskoi Interstellar]](though it was never proven), began rolling out a line of self-propelled artillery, with the option of 165mm, 105mm, or MLRS weapons attached to the baseline chassis. The line was an instant hit, and Hephaestus found a market for their inventions as Bannermen across the Hegemony clamored to their lords to purchase them. Once done, those artillery regiments not already following Akrezi’s standards reformed to do so, and today the Hegemonic artillery regiments stand as the best organized aspect of their wider military. This standard of warfare is similar to the K&#039;lax Hive&#039;s use of artillery warforms, and many K&#039;laxan forces holding the feared Type BDE forms have been structured as artillery regements.&lt;br /&gt;
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[[File:IzweskiBlimp.png|thumb|A sketch of an Izweski Sky Behemoth, the first aircraft used in war by Unathi.]]&lt;br /&gt;
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==== Air Regiments ====&lt;br /&gt;
Air regiments are even rarer than artillery regiments, with the cost of maintaining a fleet of aircraft and training pilots being prohibitive for all but the wealthiest of lords. During the Contact War, air regiments on both sides were tasked with dropping nuclear bombs, as well as intercepting enemy bombers attempting the same. After the War&#039;s end and the total nuclear disarmament of the Hegemony, most existing air regiments were restructured entirely from scratch, equipped with newly-manufactured vessels and weaponry purchased largely from Hephaestus Industries to repurpose them for the potential of interstellar war. The modern air regiment is largely prepared for defensive warfare, with most of its aircraft being designed for the potential of enemy spacecraft assaulting an Unathi world directly.&lt;br /&gt;
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There are three main aircraft used by modern air regiments, all manufactured by Hephaestus Industries. The first is the Gryphon-120, a space/orbital control fighter-bomber designed to enforce superiority within a planet&#039;s orbit. It has dual capabilities, being able to engage not only enemy fighters but smaller enemy ships with an incredibly large payload. Currently they are stationed in heavily camouflaged low-Moghes orbital stations for use as harassers against an enemy force. Currently, they are largely used by Lord-Admiral Yizarus in attempts to combat smuggling - though so far to little success. Second are the Gryphon-118s, another space-capable aircraft designed for air support to ground units. These are largely used for scouting and reconnaissance in the Wasteland, with most stationed at Camp Integrity - though several have been stationed at military bases on Ouerea to prepare for the possibility of a second revolution. The final aircraft of the Hegemony is the Irontooth-135, an incredibly large space-capable aircraft designed for bombardment on a planetary scale. These vessels are few in number and largely attached to the Navy in the modern day.&lt;br /&gt;
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==== Support Regiments ====&lt;br /&gt;
Support regiments are the most varied type of regiment, and are usually only found under the command of lords with large armies. In most Hegemonic forces, the duties of a support regiment will largely be divided among other regiments - with only the largest forces requiring enough dedicated support personnel to form an entire regiment.&lt;br /&gt;
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Support regiments provide a diverse range of support to front-line combat regiments. They provide an immensely varied range of support - from logistics to reconnaissance to repair and resupply. These regiments are incredibly rare, being found only pledged to Overlords and the Hegemon, who are the only ones who hold a large enough army to require dedicated units to support it. During peace-time, these regiments remain active to train with their compatriots - though most of them are unlikely to see combat.&lt;br /&gt;
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=== Ranks ===&lt;br /&gt;
&#039;&#039;&#039;Auxiliary&#039;&#039;&#039;(Sinta’unathi: Rekeha): This rank is largely unused in times of peace, referring to the reserves of a nobleman’s levy called upon in times of war. Auxiliaries are required to spend at least one day of the week training with weapons, and are paid a small stipend from their lord for their readiness to fight. These men make up the bulk of a lord’s standing army - below the professional full-time soldiers, but above the largely poorly trained peasantry who may be called to battle. &lt;br /&gt;
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&#039;&#039;&#039;Man-at-arms&#039;&#039;&#039;(Sinta’unathi: Rezasl): These men make up the core of any standing army - full-time professional soldiers of whatever lord they may serve. They are usually used to supplement law enforcement, protect their noble clan, and ensure the safety of a region against threats too great for local city watchmen to handle.&lt;br /&gt;
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&#039;&#039;&#039;Specialist&#039;&#039;&#039;(Sinta’unathi: Ozas): An in-between rank, applied to warriors with skills outside of combat that are of use on the battlefield. This rank is frequently used for medics, engineers, technicians and any others, an odd mixture of any and all specialists within a lord’s military force. This rank is one of the rare positions where women have historically been permitted to serve, with healers often finding positions at this rank within times of war.&lt;br /&gt;
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&#039;&#039;&#039;Standard-bearer&#039;&#039;&#039;(Sinta’unathi: Kiruki): These warriors are the equivalent to non-commissioned officers, with each kiruki being responsible for leading an individual squadron of soldiers on the battlefield. For many peasants, this is one of the highest stations that they can reach in life. A kiruki is responsible for the wellbeing and discipline of their men, and will usually be the first to be blamed for a disaster.&lt;br /&gt;
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&#039;&#039;&#039;Troop-leader&#039;&#039;&#039;(Sinta’unathi: Slhiri): These warriors are the lowest rank of a Regiment’s officer corps, with each one traditionally commanding the smallest units of whichever regiment they are a part of. These officers are usually nobles, often young and untested, and they have a reputation for being arrogant and stubborn among the enlisted men.&lt;br /&gt;
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&#039;&#039;&#039;Battle-leader&#039;&#039;&#039;(Sinta’unathi: Uezsla): These officers command a number of units, overseeing the Slhiri and reporting to their own commander, the Seiirak. Unlike Slhiri they do not command any fighting units of their own, instead leading a specialized command squad which helps them run the affairs of their portion of the regiment. These officers to date have all been nobility. The number of Uezsla depends on the type and size of a regiment, but there will usually be around five Uezsla in an average regiment.&lt;br /&gt;
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&#039;&#039;&#039;Bannerman&#039;&#039;&#039;(Sinta’unathi: Seiirak): The commander of a single regiment of armsmen, appointed by their liege lord. In addition to commanding the regiment as a whole, they traditionally have a personal unit known as their banner - which often acts as an honor guard, protective detail, or elite force for their commander. Bannermen may sometimes command the regiment directly, but normally work through the chain of command to their Uezsla to ensure their orders are carried out.&lt;br /&gt;
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&#039;&#039;&#039;Master-at-arms&#039;&#039;&#039;(Sinta’unathi: Ozur’saa): These men directly lead the private retinue of a clan, and will serve as the highest authority for an individual landed noble’s forces. They are normally selected from amongst the Bannerman, and act as the professional military adviser of the Lord. Should the landed lord control a small amount of land, or otherwise not required to engage in significant politicking, the Ozur&#039;saa will also often be the Lord’s Claws, holding a seat on his council. However, for those Lords who rule over large sections of the Hegemony, or have powerful vassals to appease, they will often choose a more advantageous Lord&#039;s Claws. In this case, the Ozur’saa remains the Lord’s professional military adviser, but cannot sit on council meetings and often has to accede to the thoughts of the Lord’s Claws, whatever he may think of them.&lt;br /&gt;
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=== Deployment ===&lt;br /&gt;
Nominally, all these forces fall under the Hegemon during times of war, their lords required to answer calls to fight at his side. Therefore, in addition to the peasants taken as levies, the Hegemon may also take the regiments of his lords to war, though he cannot directly command them. Bannermen, who command the individual regiments, will only answer to their lord or his Master-at-Arms, none other, including the Hegemon. Therefore, when the Hegemonic army is fully assembled, communication is the biggest issue it encounters.&lt;br /&gt;
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==== Military Operations ====&lt;br /&gt;
Under the current law, the Hegemonic Army can be divided up into distinct forces - the armies under the command of Overlords. Each Overlord leads an army composed of the levies and armsmen of their own territory, and those of their vassals, who in turn call on the forces of their own vassals. Each portion of this army only responds to the lord who raised them, so commands must go from Overlords to lords, then to the officers of a regiment, instead of professional military commanders. This means that communication from the top of the chain of command to the bottom is incredibly slow and disjointed, as each noble lord commands a different number, variety, and quality of men than the next.&lt;br /&gt;
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Due to these issues, the Hegemon and his Overlords tend to avoid calling their vassals&#039; armsmen to war unless absolutely necessary, instead choosing to rely on their own personal forces. Should they be needed, however, a legal loophole allows a lord to simply request a vassal lend them the use of their armsmen. This allows for armsmen to be placed under the command of the liege lord directly, circumventing the communication issues that the normal means of raising troops causes. Should the Hegemony&#039;s army ever be mobilized for war again, this is likely how it will be called.&lt;br /&gt;
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== The Modern Day ==&lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory, showing it&#039;s precarious position between two rival powers.]]&lt;br /&gt;
Contemporarily, there is one thought above all else that flashes through every high officer of the Hegemony - the possibility of alien invasion. This concern has become the dominant driver of the nation&#039;s military planning - as tensions grow between Dominia and Elyra the possibility of the Hegemony being invaded as part of a war between the two begins to look more and more likely. The dominant desire of the Hegemony&#039;s military is to prepare for the potential of invasion, or of being dragged into a war between their major rivals.&lt;br /&gt;
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The Hegemony as it stands is largely unprepared for ground combat, despite its troops&#039; general competence. Elyra and Dominia both have larger armies and navies, and are more experienced in the realities of interstellar combat. Though the Izweski Navy&#039;s concentration in Uueoa-Esa is an effective deterrent, the outer colonies would likely be incapable of mounting effective resistance. As such, the Hegemony&#039;s defensive strategy relies primarily on mutual deterrence - on inflicting as much damage as possible on an invading force. Should Dominia or Elyra seek to seize the Hegemony&#039;s starways to assault their rival, they would likely triumph - but at such a great cost that they would surely be defeated by their rivals seeking to take advantage. Though this deterrent has been effective so far, the Hegemony&#039;s military commanders are uneasy with it, and are desperately pursuing means of restoring and expanding the Navy&#039;s power.&lt;br /&gt;
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= Unathi Martial Tradition =&lt;br /&gt;
The Unathi as a species are widely perceived to be steeped in violence, honor, and war. Regardless of the truth of this stereotype, Unathi warriors have a long martial tradition - particularly those who have fought for the Izweski Hegemony. The first part of the culture of war is the [https://wiki.aurorastation.org/index.php?title=Unathi_Honor#Honor_for_the_Warrior Warrior’s Code], a code of honor that is applicable to all warriors - marking those who disregard it as shameful and dishonorable. However, the Warrior&#039;s Code is one which applies to all Unathi warriors, regardless of their origin - and the traditions and culture of the modern day have been, like almost every aspect of Unathi society, shaped in the devastation of the Contact War.&lt;br /&gt;
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== The Contact War ==&lt;br /&gt;
Contemporary martial culture within the Hegemony is largely the product of the [[Contact War]]. The war which destroyed so much of Moghes also destroyed much of the martial culture that came before it, while nuclear fire provided the heat to forge the culture of those soldiers who fought it into something new. After the war ended, it became apparent that during the decades it raged, it had changed not only the men who fought but how Unathi, warriors and civilians alike, viewed war as a whole. &lt;br /&gt;
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Before the Contact War, wars were seen as fleeting, short-spanning conflicts that rarely lasted more than a handful of years. As in any war, civilians were hurt as troops marched through lands taking whatever they pleased from the local population, but most wars since the War of the Honored Alliance were small-scale affairs. Surrendering, while shameful, was seen as a realistic option, and who won or who lost was not of great significance to an individual soldier. The Contact War changed everything. No longer was war limited, it was all-encompassing, the entirety of Moghes consumed by violence - and defeat would mean annihilation. Civilian and refugee casualties became more and more common as the untouched regions reached their capacity. Prisoners were no longer taken, surrender no longer contemplated - the war could only end in victory or death. As the war dragged on, the brutality continued - not even out of necessity, simply because those fighting in it had forgotten how to stop. In short, the Contact War was a traumatic event for the species - one which almost entirely eradicated the martial culture that had stood for centuries prior. For the soldiers who fought through the war, this shockwave hit the hardest. Their culture completely changed, as men who had seen too much returned home - or had no homes to go back to - were unable to readjust to civilian life. Many joined a piece of the Hegemonic army or the Hegemonic navy, while others became mercenaries or simply fell into despondency in the slums of major cities.&lt;br /&gt;
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== Contemporary Culture ==&lt;br /&gt;
Forged by the events of the Contact War, the contemporary culture of Unathi warriors is one of duty, sacrifice, and totality. The trauma of the Contact War has forged a new mindset among the warriors who fought it - one in which victory is worth any price. Duty is the strongest part of contemporary warrior culture, an unwavering focus placed upon it. Any warrior, whatever their station, must do all they can to fulfill their duty, even if it is the smallest of tasks, for without duty a warrior is nothing. This sense of duty is all-encompassing, with a warrior&#039;s sole cause being to achieve victory no matter the cost.&lt;br /&gt;
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The idea of dying for one&#039;s duty ties in with sacrifice. It is a new idea that all warriors must be prepared to sacrifice everything on the altar of victory, not only their own lives, but their honor, family, love, and even souls. The soldiers of the Contact War fought with everything they had, giving it all for the hope of a victory that would see their nation victorious, and their sacrifice is the most remembered of Unathi society today. Atrocities were committed during the Contact War, and with such frequency that soon minds became numb to the horror, people broke, and for those who managed to escape death, their sacrifice continued by living on having experienced, and partaken in the horrors of war. For victory, one must be ready to sacrifice everything.&lt;br /&gt;
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This contemporary culture has been analyzed by human psychologists, and they find it nearly matches the symptoms of a person in a severe depression; never working to improve, just going about their tasks because they have forgotten how to do otherwise, and suffering all the while. It is theorized by psychologists across the spur that the events of the Contact War were so traumatic not just to a few, but to an entire species that it left a permanent scar on their psyche, one that manifests itself as a severe depression within culture. The exact reasons behind the development of these cultures, and these feelings within the Unathi as a species may never be known, but it is clear that the Contact Warr played a part, and most likely left its trauma with no regard for who it parted it to.&lt;br /&gt;
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= The Kataphract Guild (Saa’Izweski) =&lt;br /&gt;
An ancient order, the knights of the Kataphract Guild have long enjoyed a storied place in Unathi history, as defenders of the helpless and a scourge upon the wicked and dishonorable. While their historical role was more complicated at the best of times, ranging over their history from strict adherents of the Warrior’s Code to little better than mercenaries, the popular perception of the ancient knights remained as one of bold, honorable and fierce warriors. During the rise of the Sarakus Hegemony, the Kataphracts were viciously crushed by the first Hegemon Sarakus, and their order would not be revived for centuries, until Not’zar Izweski restored them in 2459. The new Kataphracts are a fusion of the best ideas of the ancient order and the practical realities of modern Unathi - they are sworn to follow the Hegemon and the Warrior’s Code equally, and act as an elite military force to bolster the Hegemon’s personal strength when necessary.&lt;br /&gt;
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When not necessary, they travel the Spur, largely using repurposed naval vessels, seeking honorable causes to fight for, as well as lending their services as mercenaries to many across the stars. Kataphracts have been found in many military conflicts across the Spur, with the largest of these being the S’rand’marr Coalition, where many Kataphract knights fought for the [[People&#039;s Republic of Adhomai|People’s Republic of Adhomai]] in the Second Revolution. This fighting is done partially to maintain themselves, as the Kataphracts are only paid by the Hegemony in times of war - and to increase their skills as warriors. Kataphract knights are known as Saa’Izweski, or simply Saa for the sake of brevity.&lt;br /&gt;
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Kataphracts generally prefer to fight in melee, though they do tend to carry energy pistols and the occasional slugger. Their traditions of combat are viewed as antiquated by some - however, underestimating a Kataphract is a fool’s mistake. They are some of the most highly-trained and well-equipped warriors that the Unathi species has to offer, and have overcome seemingly insurmountable odds time after time. &lt;br /&gt;
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== Ranks ==&lt;br /&gt;
The ranking of the Kataphracts is far simpler than that of most militaries, resembling that of a guild more than an army. &lt;br /&gt;
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Kataphract-Hopeful(Zo’saa): The Zo’saa are the bulk of the order’s fighting force, made up of those who wish to earn the right to call themselves Kataphracts. Their lives are hard and regimented even by military standards, training at all times of the day and night in whatever conditions they may find, from battles as mercenaries across the Spur to surviving the harsh sands of the Moghresian Wasteland. Several K’lax warriors have also become Kataphract-Hopefuls, and though their understanding of the Warrior’s Code is often poor compared to their Unathi counterparts, they have proved a fearsome addition to the order’s forces.&lt;br /&gt;
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Kataphract Knight(Saa): These are the warriors of the Kataphract Guild, who have earned the right to call themselves knights. They range in age, experience and skill, but all of them have completed the gruelling trials of a Kataphract-Hopeful and sworn their oath before whatever faith they may follow - to uphold the Warrior’s Code, to obey and defend the Hegemon and his people, and to protect the innocent against cruelty and dishonour wherever it may be found. &lt;br /&gt;
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Kataphract Knight-Captain: These are the more seasoned commanders of the Kataphracts, usually found in command of a vessel or a large group of knights and hopefuls alike. When multiple Knight-Captains come together in a particularly large operation, they will often elect one from among them temporarily to serve as the commander of the force.&lt;br /&gt;
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High Kataphract: The leaders of the Kataphract Order, the council of High Kataphracts are the highest authority for the guild in its entirety. They are few in number, and seasoned warriors one and all, answerable only to the Hegemon. When the order in its entirety is called to war, they are responsible for summoning the knights from wherever they may be, across the Spur, and for deploying them as the Hegemon wishes.&lt;br /&gt;
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= The Navy =&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is used as the Naval Ensign for the Izweski Navy.]]&lt;br /&gt;
The Navy is a true professional force, and the bulk of the Izweski’s armed forces. Currently, the Navy has three active fleets, with many of their larger ships currently mothballed in Uueoa-Esa due to lack of phoron supplies. Fleets are commanded by Lord-Admirals, and deployed across Hegemony-controlled space. The Navy’s lower ranks are structured similarly to those of traditional Unathi armies, with men-at-arms making up the bulk of a naval vessel’s enlisted crew. For officers, however, the structure of the Navy is based largely on human interstellar navies, with captains commanding individual ships and commanders acting as their second-in-command.&lt;br /&gt;
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The Izweski Navy is a relatively young organization - but that does not mean it is an untested one, as myriad clashes against the pirates of the Badlands and Sparring Sea have let the Navy cut their teeth in battle. While they have yet to face a true interstellar conflict, the warriors of the Izweski Navy are disciplined, experienced and well-trained - though only time will tell whether or not that will be enough.&lt;br /&gt;
Due to the phoron scarcity, the Izweski Navy is greatly weakened - with the vast majority of its ships relying on bluespace travel. In order to conserve valuable phoron resources, all ships larger than destroyers are currently on standby in the Uueoa-Esa system - leaving the outlying colonies of the Hegemony open to attack.&lt;br /&gt;
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The arrival of the K’lax Hive in Uueoa-Esa has been a great boon to the Izweski Navy - with the plentiful labor and advanced technology of the Vaurcae helping greatly in both the construction and crewing of the Navy’s vessels. The Queen Vedhra has been particularly invested in the Izweski Navy - believing that the K’lax must be capable of interstellar warfare for the inevitable return of the Lii’dra Hive to the Orion Spur.&lt;br /&gt;
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== Naval Fleets ==&lt;br /&gt;
The Izweski Navy is divided into four fleets, with three currently being active. &lt;br /&gt;
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The First Fleet is commanded by [https://wiki.aurorastation.org/index.php?title=Notable_Unathi#Lord_Admiral_Trazial_Yizarus%2C_Izharshan%27s_Bane Lord-Admiral Trazarial Yizarus], known as “Izharshan’s Bane” due to his victories against the pirates of Izharshan’s Raiders. He is one of the most experienced military commanders in the Hegemony, a decorated war hero, and a fierce supporter of Not’zar Izweski, having stood by the Hegemon’s side since before his ascent to the throne. The First Fleet’s flagship is the famed &#039;&#039;&#039;HMV Cataclysm&#039;&#039;&#039;, the first of the Hegemony’s dreadnoughts. Currently, the First Fleet is tasked with protecting Moghes.&lt;br /&gt;
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The Second Fleet is commanded by &#039;&#039;&#039;Lord-Admiral Oyuti Gour&#039;za&#039;&#039;&#039; - the first commoner to ever be appointed to such a prestigious position. Gour’za is known to be an aggressive, ambitious and highly intelligent commander, known to be extremely restrained and focused on his work - knowing full well that the slightest slip-up will be used by the nobility to call for his removal from his position. The flagship of the Second Fleet is the &#039;&#039;&#039;HMV Catastrophe&#039;&#039;&#039;, a Cataclysm-class dreadnought. The Second Fleet is currently tasked with the defense of Ouerea.&lt;br /&gt;
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The Third Fleet is commanded by &#039;&#039;&#039;Lord-Admiral Za’Akaix’Xitac K’lax&#039;&#039;&#039;, a Vaurca Warrior of the Queen Vedhra’s brood and a brilliant tactical mind. Though young, they have rapidly earned the respect of the Sinta serving under them - and while their strategies may be considered unorthodox, none can deny their effectiveness. Armsmen of the Third have given themselves the nickname of the ‘Xsain Fleet’, in reference both to the Vaurca commanding them and the seemingly incomprehensible nature of Xitac’s tactics. The Third Fleet is commanded from the &#039;&#039;&#039;HMV Annihilation&#039;&#039;&#039; - the third Cataclysm-class dreadnought, which is currently positioned in orbit of Tret. Currently, the Third Fleet is inactive, with its ships having been shuffled around to bolster the Navy’s other fleets.&lt;br /&gt;
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The Fourth Fleet is a recently established one - while it was planned for, the phoron crisis caused rapid adjustments, with nearly every ship still capable of affordable interstellar travel being assigned there. It is under the command of Lord-Admiral Xitac, and it is responsible for protecting the Hegemony’s colonies outside of Uueoa-Esa - no small task, especially given that the fleet solely consists of Brawler and Foundation-class vessels. While it serves for scaring pirates and marauders away from Hegemonic colonies, no one is under the delusion that the Fourth Fleet would be capable of facing a rival nation’s navy on equal measure.&lt;br /&gt;
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== Naval Personnel and Equipment ==&lt;br /&gt;
=== Personnel ===&lt;br /&gt;
The navy, much like the ground forces of the Hegemony, is broken up into two distinct personnel categories. The officer corps, composed of mainly nobility and some K’lax Warriors; and the enlisted, which is an odd collection of Unathi Peasantry, K’laxan Vaurcae, and even some lesser nobility who were unable to become officers immediately. They use the same ranking system as the Hegemonic ground forces, with key differences in the officer ranks - based instead on human interstellar navies, with officers given far more power over their assigned ships. The biggest difference of naval officers though is their position as a standing force of the Hegemon. Instead of being loyal to vassals or other Lords of the Hegemony, naval officers swear fealty directly to Not’zar, making the navy his and his alone, granting the Izweski total control of the star lanes. This is not the case for enlisted crew, who instead swear fealty to the officers(lords) of their ships, swearing new oaths every time they are transferred from one ship to another, or a ship command is changed. It is this that allows Hegemonic naval officers to take the title of Lord-Rank, instead of a simple rank, such as Lord-Admiral Trazial Yizarus, the most famous Unathi naval commander. [[File:Izharshan.png|thumb|right|A refitted ship going through space. Ships like these were what made up the vast majority of the original Izweski Navy.]]&lt;br /&gt;
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However, having enlisted crew swear allegiance to their officers instead of the Hegemon directly has been met with criticism by some, most notably Mirazuz Izweski himself, and not without reason. When Hegemon S’kresti fell into a coma in 2458, a succession crisis erupted within the Hegemony between Not’zar, Skresti’s eldest son, and Lord S’linzar Ickza, S’kresti’s son-in-law, over who should be given the title of Lord Regent. Half the fleet officers defected from the Izweski Clan under the command of Lord-Admiral Azikyui Yizarus, Trazial’s younger brother - and the enlisted men, bound by oaths to their officers, went along with them. While the crisis was averted, and Not’zar eventually placed as Lord-Regent of the Hegemony, it illustrated the potential issue of disloyal officers, particularly those who were from the original pirate fleet assembled by S’kresti. Not’zar would respond to this by initiating a fleet-wide purge of officers under the direction of Lord-Admiral Trazial Yizarus - who had sided with the Lord-Regent during the crisis - in order to turn the naval officer corps into not only a professional force, but one that was loyal to the Izweski alone. This purge laid the foundation of the modern officer corps known today, with sweeping reforms that for the first time opened education centers similar to officer-candidate-schools, where potential officers would be taught the fine points of space warfare, while also heavily indoctrinated with engrained senses of loyalty to the Izweski. Yizarus would use his powers as director of the purge to install many of his clan within the reformed officer corps, resulting in clan Yizarus making up a vast majority of the navy&#039;s higher ranking members. With the arrival of the K’lax, Not’zar saw an opportunity to expand these schools as well as the navy itself, and began inducting K’lax as not only instructors, but officers for his new fleet. Today, the officer corps of the Hegemonic navy is composed of military professionals, who despite using outdated tactics, are loyal and eager to serve their Hegemon and his clan, but who will also never forget the betrayal of half the fleet during the succession crisis.&lt;br /&gt;
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For the enlisted however, the story is different. Little has changed for them since the Hegemonic Navy was first formed, and they toil under their officers the same way they always have. Ships have become more modern and training generally become higher quality, but for many advanced tasks, officers are still relied upon. For many of the enlisted ranks, they are keenly aware that despite having reached a pinnacle of what may be their military careers, and trained beyond what even some armsmen undergo, they are still lessers of their officers, who view the enlisted as little more than rabble whose help is needed to run the ship in combat. The enlisted members of the navy are trained to do their tasks in rote order, doing one thing after the other day in and day out, rather than truly thinking for themselves. Onboard a Hegemonic vessel, whenever serious repairs are undertaken or things outside of what enlisted would consider their daily tasks done, it is common to see officers holding the tools, or completing the task; though sometimes, a particularly trusted enlisted man might be given a rank similar to standard-bearer, plus some extra training, and work in an officers stead. This lack of intensive training for the enlisted of the navy is born out of a mistrust by the nobility of the Hegemony, who Not’zar was forced to yield to. The biggest concern for any noble is that a peasant uprising would be able to occur aboard one of the vessels of the Hegemonic Navy, and that the peasants, once in control, would be able to effectively operate the vessel. Therefore, outside of the countless minor tasks needed to keep a starship functioning, the training of larger operations, such as firing the weaponry, piloting, and so forth, is entrusted only to the majority noble officer corps.&lt;br /&gt;
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It is debatable what effect this has had on the effectiveness of the Hegemonic Navy. One could argue it has no effect at all, but that would only be because the Navy’s tactics are so outdated that their baseline effectiveness is too low for this type of stringent difference in training to have an effect. What is more important is the effect that this has on the Navy’s morale. While officers generally live in good conditions, well compensated for their service with a high degree of freedom, the enlisted ranks find themselves curtailed, poorly-compensated, and looked down upon by their officers. Morale within the enlisted ranks is therefore incredibly poor, with consequences for the Hegemonic Navy. Under Not’zar’s reforms post-succession crisis, he believed that the enlisted ranks could be filled out on a volunteer basis - a man would volunteer for a set term, before either re-enlisting or being discharged to pursue other goals. Due to poor morale, re-enlistment rates within the navy are incredibly low, near twenty percent for non-Vaurca, resulting in what many call a “revolving door scenario” where men simply move through the navy instead of remaining in it. These men mostly look beyond Moghes to the rest of the stars for future work, using their limited experience with the Hegemonic Navy to secure positions with human megacorporations throughout the rest of civilized space. So far, there has been no attempt to reform the navy to deal with this problem, as the Hegemony has been dealing with more pressing matters. Mizaruz Izweski has begun to make noises about it, calling it a shame, and pushing the Hegemony - most notably the Yizarus clan - to begin reforming the navy so that it may better treat its enlisted members, and thereby hold onto them for longer.&lt;br /&gt;
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As the Navy and the Kataphract Guild have served similar roles - acting as forces directly answerable to the Hegemony - it is perhaps natural that a rivalry has developed between the two groups. Some among the Navy’s personnel tend to, though with respect for their prowess in combat, view the Kataphracts as arrogant - seeing their adherence to ancient tradition as nothing more than a way to make themselves seem more grand, and their mercenary work across the wider Spur as a dereliction of duty. The worst views of the Kataphracts among the navy see the wandering knights as treating their service to the Hegemon as an inconvenient fact rather than a duty, and wasting the resources given them by the Izweski on wandering about the Spur going on adventures. &lt;br /&gt;
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The Kataphracts, meanwhile, have a similar opinion of the Navy - believing that, though they provide a necessary service, they are not true warriors, only experiencing combat from across the vastness of space - and that their insistence on looking down on those who serve the Hegemon elsewhere dishonors them. Though the two groups have often cooperated in military actions, there is a general spirit of competition and one-upping between Kataphracts and Naval forces when this does occur - with the Kataphract-Hopefuls tending to become far more invested in the rivalry than their superiors.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Ranks of the Izweski Navy&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Naval Auxiliary&#039;&#039;&#039; (Sinta’unathi: Zurekeha): As the navy is a fully professional army, there are no such things as levies. Thus, despite similar names, Naval Auxiliaries do not work exactly like their planetary counterparts. Naval Auxiliaries are, for all intent and purposes, a new recuit still learning about life on a ship. These can fill many roles so long as they are supervised by other crewmembers, when they are not taking care of chores across the ship. Auxiliary are paid a pittance, but thankfully rarely stay at this rank for long, as it generally takes just a month or two for them to reach the rank of Shipman.&lt;br /&gt;
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&#039;&#039;&#039;Shipman&#039;&#039;&#039; (Sinta’unathi: Zunha): The backbone of the Izweski Navy, the Shipmen can tend to anything across a ship, from security to cooking, from logistics to gunnery, boarding and EVA combat to engineering. Shipmens are never seen operating on their own, unless something went truly wrong, and are instead under the constant of authority of another superior, no matter their situation or role.&lt;br /&gt;
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&#039;&#039;&#039;Naval Specialist&#039;&#039;&#039; (Sinta’unathi: Zuozas): Much like with their planteray counterparts, this is an in-between rank, applied to shipmen with skills outside of combat that are of use on the battlefield. This rank is frequently used for medics, engineers, technicians, chaplains and any others, an odd mixture of any and all specialists within a lord’s military force. Though the Navy happens to have a little more women in its ranks than in the plantary force, the rank of specialist is still the place where they are more often seen.&lt;br /&gt;
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&#039;&#039;&#039;Flagbearer&#039;&#039;&#039; (Sinta’unathi: Zuruki): As the name suggests, the Flagbearers work much like their planteray counterparts as well. They are tasked with leading entire teams as well as taking responsabilities for them, and these teams might fill any role, they could be compared to the department command members of the Horizon in that sense. Flagbearers can also rarely be seen commanding ships, generally small shuttle-sized crafts to lead a fireteam, for instance.&lt;br /&gt;
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&#039;&#039;&#039;Shipmaster&#039;&#039;&#039; (Sinta’unathi: Karzuo): The lowest ranks for officers, the Shipmasters, as the name implies, get to command their own ships. Said ships, however, are generally smaller or otherwise less important crafts: Foundation-class Corvettes, ships relagated to lone patrol missions, support and logistics crafts, and so on.&lt;br /&gt;
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&#039;&#039;&#039;Squadronmaster&#039;&#039;&#039; (Sinta’unathi: Uzwezuo): Squadronmasters get to command their own ships as well, though these are very often much more important. Brawlers, Bulwarks, and the occasional support ship if its mission is truly important. As their name suggest, though, their authority extend beyond their own ships. The vessels Squadronmasters lead are rarely alone, and have their own small fleet, a squadron, around them, with strike and escort crafts that are all under their authority.&lt;br /&gt;
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&#039;&#039;&#039;Admiral&#039;&#039;&#039; (Sinta’unathi: Zura’saa): Traditionally called Fleetmasters in the old Moghesian Navy, the Admirals earned their new name as the first modern fleets of the Izweski Navy were formed to differentiate them from their planetary counterpart. The Admirals are tasked with leading an entire fleet, as well as the flag-ship they command from. In practice there are currentlyonly four Admirals, one for each fleet. Beyond being military leaders, Admirals also have some political sway, and are often called to provide advice to the Hegemon itself, [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=170235 for instance when Hegemon Not&#039;zar Izweski gathered the Admirals to discuss about how implicated loyal pirates should be in their service].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Vessels and Equipment ===&lt;br /&gt;
When it was first formed at the order of Hegemon S’kresti, the Izweski Navy was a ramshackle collection of vessels - stolen and retrofitted civilian freighters and shuttles, with crudely-mounted weapons - capable of defending against pirates, perhaps, but not of facing any greater threat. Though the Navy was able to threaten the forces of the [[Sol Alliance]] and [[Nralakk Federation]] into withdrawing from Ouerea, no one among the Izweski was under any delusion that if the alien powers had chosen to remain on the planet, the fledgling Navy would have stood a shadow of a chance. &lt;br /&gt;
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Since then, however, enormous strides have been made. The Izweski Navy has vessels of its own, and well-equipped and professional troops aboard them. This is in large part thanks to two factors - the investment of Hephaestus Industries, and the arrival of the K’lax Hive in Uueoa-Esa. Though a Hegemonic shipbuilding guild did exist briefly in the form of Hegeranzi Starworks, it was unable to live up to the Hegemon’s expectations, and was soon absorbed by Hephaestus. With the aid of Hephaestus’s wealth and experience in the field, the earliest versions of Izweski-designed ships began to be produced - which was only amplified by the arrival of the K’lax. Though the Vaurcae had little experience with spaceflight, they had access to technology far beyond the wildest dreams of the Unathi, and their ability for mass industrial work was invaluable. Through working with K’laxan and Hephaestus scientists and engineers, the Izweski Hegemony has begun to produce five main ship classes, as well as various associated shuttles, fighters and gunships - a comprehensive list of which can be found [[Unathi Spaceflight|here]].&lt;br /&gt;
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Many of the Izweski Navy’s military vessels are equipped with weapons produced by human manufacturers - with Kumar Arms rotary guns often being seen on the smaller corvettes and fighters of the Navy. However, their engineers have made great strides in weapon design, and much of the Navy’s modern-day equipment is now Izweski-designed, Izweski-produced and Izweski-wielded. &lt;br /&gt;
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The &#039;&#039;&#039;Hegemony Model I ‘Bruiser’&#039;&#039;&#039; was the first spaceship-mounted weapon to be designed by Izweski engineers - a simple enough design for a heavy ballistic cannon. The Bruiser is also notable for the light weight of its ammunition, allowing an Unathi to carry a shell without need of mechanical assistance - minimizing the expensive equipment that a vessel might require to fight. The Model I Bruiser was inaccurate, slow to fire and prone to overheating, leading to the design of the commonly-used Hegemony Model II ‘Bruiser’, largely seen on the corvettes and destroyers of the Izweski Navy. The Model II is faster, more accurate and capable of firing at much higher velocities, enabling the smaller ships of the Navy to punch above their weight class in battle. &lt;br /&gt;
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The &#039;&#039;&#039;Hegemony Model III ‘Fury’&#039;&#039;&#039; is the main armament of Brawler-class destroyers - a heavy mass driver weapon designed by some of the brightest minds of the K’lax. Firing enormous magnetic slugs, the Fury is capable of tearing lightly-armored vessels such as those often flown by pirates to shreds. Each of the Hegemony’s Cataclysm-class vessels is equipped with a full battery of these guns, and the theoretical design of the Hammer-class would also rely on these as its primary weapon.&lt;br /&gt;
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The &#039;&#039;&#039;Hegemony Model IV ‘Aperture’&#039;&#039;&#039; is only an armament in name, equipped on most small vessels such as Brawler and Foundation-class vessels, and is essentially a battery of cannons designed to fire boarding pods containing heavily armored Unathi or K’lax warriors into enemy vessels, where they will wreak havoc. The Aperture is the result of Unathi ground forces being much better equipped compared to the navy, and their powerful hardsuits often providing a notable advantage even in space battles. It is usually equipped on smaller, fast-moving vessels as according to Izweski battle doctrine, these vessels should close the engagement distance with an enemy fleet with capital ships providing fire support from a stand-off distance.&lt;br /&gt;
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The &#039;&#039;&#039;Hegemony Model V ‘Sk’akh’s Spear’&#039;&#039;&#039; is the first energy weapon designed by the Izweski Navy - a heavy laser cannon, designed to tear through even the heaviest of armor. The size of these cannons leads to an enormous power strain on the vessel, meaning that only the larger ships of the Navy are capable of firing them for any amount of time. Their power drain can also cause wild fluctuations in a vessel’s shields, and while this has not proved a fatal flaw so far, it may prove troublesome for the Navy in future. Due to its design being based on the energy weapons often used by Izweski ground forces, the Model V’s beams have a distinctive golden glow to them - resembling some ancient depictions of the Aspect of the Warrior, and granting it its name.&lt;br /&gt;
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The &#039;&#039;&#039;Hegemony Model VI ‘Shieldbreaker’&#039;&#039;&#039; is the other energy weapon currently fielded by the Izweski Navy - an enormous ion cannon, mounted on Bulwark-class vessels. The Shieldbreaker is designed for exactly what its name says - to overwhelm shields and guidance systems of enemy vessels, allowing the fleet to annihilate the helpless vessel. Similarly to the Model V, this weapon drains enormous amounts of power - and due to its electromagnetic pulse, it cannot be fired without first lowering a vessel’s shields. This makes use of the Shieldbreaker a risky, yet potentially battle-shifting prospect for captains - though so far, it has seen little use in battle.&lt;br /&gt;
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The &#039;&#039;&#039;Hegemony Model VII ‘Glory’&#039;&#039;&#039; Battery is perhaps the most impressive - at least in theory - design of the Izweski Navy. An enormous railgun battery, so far its only use has been on the Cataclysm-class dreadnoughts, where it makes up the bulk of their long-distance offensive capability. The Glory is capable of firing hundreds of railgun slugs extremely quickly - to devastating effect in all field tests. Though the Cataclysm-class bristles with other weaponry, those who have crewed them tend to speak particularly fondly of the Glory - believing that there is no weapon in the Spur capable of rivaling its sheer power. Whether or not that is true, however, has yet to be determined.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
When it comes to the tactics of the Izweski Hegemony, the first thing that comes to many people’s mind is the tactic of ramming. Popularized in the media, particularly after the formation of the Hegemonic Fleet when its first battles were being fought, contrary to popular opinion, ramming is not the standard Izweski battle strategy. While was once used under the more traditionalist pirate captains who made up the original navy, it has since been phased out by Not’zar’s reforms - as Captains and Admirals are schooled properly on the tactics of space warfare. However, despite this schooling, it still remains within the public consciousness and many young captains, eager to win fame and glory for themselves, will unnecessarily resort to it, causing severe damage to their vessels in doing so. This high-risk behavior is often strictly punished by high command, with Lord-Admiral Yizarus having reportedly to throw any captain foolish enough to attempt such a maneuver out an airlock.&lt;br /&gt;
&lt;br /&gt;
The preferred Izweski battle tactic is one of stand-off and rush, using their capital ships&#039; powerful weaponry to cripple the enemy, while the faster Brawlers and other escorts close distance with the enemy fleet in order to employ their &#039;&#039;&#039;Apertures&#039;&#039;&#039;. The secondary reasoning behind this tactic is an economic one. The Hegemony has never been a rich nation, and replacing capital ships lost in action is an expensive undertaking, one that is better avoided if possible. This tactic has been used to much effect in the past, but only against pirate fleets, rather than other professional interstellar navies. However, it comes with one main drawback in the modern day, the lack of capital ships available to the Izweski Navy. With the ongoing phoron scarcity, the Hegemony does not have enough phoron to effectively power the bluespace drives of its larger ships, leaving them stranded in orbit around key planets within the Uueoa-Esa system, such as Moghes, Ouerea, and Tret. The lack of these capital ships has diminished the effectiveness of the Izweski’s main battle tactic, making it almost impossible for smaller ships to close the distance with enemy forces without taking unacceptable losses. There have been many proposed changes to account for this, but for now, the navy seems to still be unable to effectively cope with the loss of their biggest vessels.&lt;br /&gt;
&lt;br /&gt;
Yet these common tactics, even at full effectiveness, go directly against the supposed strategy of the navy. In theory, the Izweski Navy embraces a strategy of hit and run, harassing enemy vessels before quickly maneuvering out of engagement range before battle can begin in earnest. However in order to board troops, a key part of Izweski Tactics, vessels must get close to enemy formations, significantly hindering their ability to flee before being destroyed or otherwise receiving damage. The Hegemony so far has not yet encountered an issue with this, as the strategy of hit and run is only considered a strategy against “near-peer” foes such as other nations interstellar navies. Yet, it goes to illustrate the core failing of the Hegemonic Navy, being a new force that has not yet had the time others have to properly develop strategies and tactics that synergize with each other.&lt;br /&gt;
&lt;br /&gt;
==== Admirals ====&lt;br /&gt;
The admirals of the Izweski Navy are each skilled tacticians - with Lord-Admiral Yizarus especially having been celebrated as the mind behind many of the victories that the Navy has achieved in recent years. Each of them has a unique approach to battle, and while their opportunities for a true test have been limited so far, even the most hardline opponent of the Hegemon must admit that he has chosen well.&lt;br /&gt;
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&#039;&#039;&#039;Lord-Admiral Yizarus&#039;&#039;&#039; is known for his patience and harshness - an odd combination. He punishes failure among his officers strongly, and though it is the nature of an admiral’s position that sacrifices must be made, he is feared and respected in equal measure for his willingness to make such difficult choices with little hesitation. His patience manifests in his tactics - where other commanders may rush in, Yizarus is seemingly always calm, collected and capable of making a strategic decision.  It is rumored that some of the crew of the Lord-Admiral’s flagship, the famed &#039;&#039;&#039;HMV Cataclysm&#039;&#039;&#039;, have a running bet as to who can get the infamously stone-faced Yizarus to laugh. The current pot is believed to sit somewhere around four thousand credits, six kegs of xuizi, and a Siro-class fighter. To date, no one has been able to claim the prize. This unflappable exterior, combined with his prowess as a defensive commander,  has led the Lord-Admiral to be nicknamed ‘Old Ironscales’ by his men - though never to his face. Yizarus has been a foundational figure in the modern Izweski Navy - and should war come to the Hegemony, it has never been a question who will be leading its navy into the fray.&lt;br /&gt;
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&#039;&#039;&#039;Lord-Admiral Gour&#039;za&#039;&#039;&#039;, of the Second Fleet, is known for his rapid and aggressive tactics - often engaging in strategies that his peers have criticized as reckless, though these strategies have succeeded far more than they have failed. Part of this aggression in battle is due to his precarious position - as a commoner raised to such a high rank, he knows that he must do twice as well as his rivals for half the acclaim, for the slightest slipup could be used as an excuse to strip his rank from him. Gour’za is considered something of a maverick among the Izweski court - unfamiliar with the usual manner in which a nobleman conducts war, yet brilliantly and astoundingly effective at it. Due to his lowly origins, Gour’za is loved by the enlisted, and often despised by the officers of his fleet - with the former viewing him as an aspirational figure, who rose to the ranks of the aristocracy and proved himself better than all of them. Many among the noble officers, however, tend to view him as a jumped-up commoner with no business giving them orders - though these thoughts are best-left unexpressed, as Gour’za is all too willing to crack down on dissent within his fleet. The nobles have all manner of names for Gour’za, best left unsaid - but the enlisted men of his fleet know him by one name, “The Hegemon’s Spear”. Wherever enemies of the Izweski may wait, the enlisted of the Second Fleet know one man who will be leading the assault - and based on his history, may well be leading it to victory.&lt;br /&gt;
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&#039;&#039;&#039;Lord-Admiral Za’Akaix’Xitac K’lax&#039;&#039;&#039;, of the Fourth Fleet, is by far the most distinctive of the Izweski Navy’s admirals. The K’laxan Warrior is young, having emerged from virtual reality ten years ago - but it has rapidly proven its unorthodox genius in command, rising to become the Queen Vedhra’s personal military advisor prior to its appointment to the Navy. There is a reason the Third Fleet, prior to its inactivity, was known as the ‘Xsain Fleet’ - and it is not just due to the Vaurca commanding them. Xitac’s tactics are incomprehensible, baffling and often appear insane - yet so far, the Vaurca admiral has gone undefeated in battle, often relying on seemingly random chance to deliver a victory. Some speculate this is due to some hidden Vaurca technology, or the processing power of the Cephalons allowing Xitac to predict the future - but whatever the case, the Sinta of the Third Fleet, wherever they may be now, have grown proud of their alien commander, proclaiming the virtues of “Xitac the Undefeated” to their fellows in other fleets. Xitac is alien, often incomprehensible, and if reports are to be believed, downright terrifying to actually speak to - but the warriors of the Third would rather follow no one else, to the ends of the Spur and beyond. A common saying among the former Third Fleet regarding their admiral expresses this perfectly - “We’d fly to the Chained Waste and back if the Xsain ordered us - and he would.”&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=38615</id>
		<title>Unathi Honor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=38615"/>
		<updated>2026-02-23T23:12:41Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}} {{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
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Traditional Unathi take honor very seriously, and following a strict code of honor is required by every individual as well as every clan and every nation. Most Unathi clans have different metrics for honor, but there are near-universal themes that have remained consistent throughout history.&lt;br /&gt;
&lt;br /&gt;
Honor is considered to be a clan’s face, similar to the concept of decorum. To lose honor is to lose face, and it can lower a clan’s standing with its peers. A Unathi behaving dishonorably can also lose face, lowering their status, which makes honor as much of a political asset and liability as it is a personal code of conduct.&lt;br /&gt;
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Honor is distinct from disgrace, in that one can exist outside of the standard system of honor, but still bring disgrace upon their clan due to their actions. For example, peasant women aren’t typically bound by the same honor rules as peasant men or noble women, but are still able to be disgraceful.&lt;br /&gt;
&lt;br /&gt;
== Universal Honor ==&lt;br /&gt;
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Common, urban Unathi without feudal obligations aren’t necessarily required to follow the Warrior’s Code, but are still expected to obey their elders, conform to their clan’s wishes, and respect the ancestors.&lt;br /&gt;
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Typically, male Unathi are incredibly blunt and honest with their business dealings, which makes Sinta-led guilds struggle when competing with more charismatic parties who have no qualms with presenting themselves through rose-tinted lenses. While this can be worked around with female (or even non-Unathi) PR staff, Unathi view guilds that heavily utilize such staff as this as shady or dishonest. This usually leads to the creation of separate positions for Sinta-facing and non-Sinta-facing public relations, with the latter typically (though not always) staffed by women; as non-Sinta are unlikely to know or care about the stigma associated with such, guilds can remain competitive while not tarnishing their image.&lt;br /&gt;
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== Honor for the Warrior ==&lt;br /&gt;
&lt;br /&gt;
The romanticized Unathi warrior follows a strict Warrior’s Code. Passed down from master to apprentice, it has only recently been written down by Ouerean sociologists, drawing much ire from traditional warrior guilds. The tenets of the Warrior’s Code [[Contact War|were severely stressed during the Contact War]] due to the realities of modern war, as many on both sides eschewed honor to simply fight for their own survival. Stemming from this, there is a slowly growing concern within the Hegemony that the Warrior’s Code has become antiquated, but it still remains important to Sinta who consider themselves warriors, or dream of becoming one.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Warrior’s Code and its tenets are societal expectations by and large, with many only following it out of obligation, or only in the public sphere. Many less-devoted individuals may ignore it entirely when it comes to private interactions, as long as they believe reprisal for such actions is unlikely. The Sinta rumor mill can be fierce and swift, however, so even those misdeeds which occur in private can often find their way to the forefront. In fact, it’s a common perception that many Sinta, especially after the Contact War, only care about honor insofar as it allows them to make a spectacle of shaming those they dislike.&lt;br /&gt;
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=== The Warrior’s Code ===&lt;br /&gt;
&lt;br /&gt;
Each tenet is subservient to the ones before it, with Righteousness being the most important and Loyalty being the least, though all of them should be followed to the best of a warrior’s ability.&lt;br /&gt;
&lt;br /&gt;
A warrior must hold his words to the truth that exists in front of him; he displays &#039;&#039;&#039;Righteousness&#039;&#039;&#039; in his actions. He is fair and honest at all times in his dealings with others, and does not disguise his motives or obscure the facts.&lt;br /&gt;
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A warrior must protect the weak from danger and spare the innocent; he shows &#039;&#039;&#039;Mercy&#039;&#039;&#039; to those in need, and does not abuse prisoners or kill an unarmed foe. Surrendering to an honorable warrior means receiving fair treatment, as if one were a guest; combined with the tenet of Courage, this means warriors have little difficulty with accepting or offering surrender when necessary. It is viewed as respectful, rather than cowardly, to surrender to an enemy.&lt;br /&gt;
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A warrior’s word is his bond; he must have the &#039;&#039;&#039;Integrity&#039;&#039;&#039; to carry it through to fruition. As the partner to righteousness, instead of a warrior holding his word subject to the world, he makes the world subject to his own word.&lt;br /&gt;
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A warrior must not hesitate in the face of opposition; he should have &#039;&#039;&#039;Courage&#039;&#039;&#039; in the face of hardship, in combat or elsewhere, meeting it with zeal and cunning, and commit his entire being to victory. However, that doesn’t mean a warrior refuses to accept defeat; instead, he accepts it as an inevitability of life. One fights to delay it, but recognises that no matter how hard he tries, he can never banish it entirely. Likewise, he faces defeat with honor and dignity, choosing to acknowledge his loss and the skill of the one who bested him even when confronted by death. A warrior doesn’t compromise his ideals when confronted with defeat or death, instead choosing to uphold them both in word and deed even when he alone supports what he feels is right.&lt;br /&gt;
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The final duty of a warrior is &#039;&#039;&#039;Loyalty&#039;&#039;&#039; to his superior, most commonly his Lord or clan leader, and also his partner. A warrior would gladly lay down his life without hesitation in defense of his Lord or clan leader. However, a warrior isn’t expected to blindly obey all orders given to them; if obeying an order would cause them to break any of the other tenets, they are obligated to refuse in order to protect their own honor.&lt;br /&gt;
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If a warrior finds their honor to be irrevocably tarnished, they must become &#039;&#039;&#039;Guwandi&#039;&#039;&#039;, pledging themselves to a righteous death through combat. A Guwandi’s goal is to die while fighting their hardest in combat because accepting the ultimate defeat of death in a fair battle absolves all past dishonor. One who dies as a result of throwing a fight, however, is permanently dishonored and separated from their ancestors.&lt;br /&gt;
&lt;br /&gt;
== Honor for the Healer ==&lt;br /&gt;
&lt;br /&gt;
Traditionally, as women are never viewed as warriors, they have never been expected to follow the Warrior’s Code. As peasant women have relatively few obligations, they are bound primarily by avoiding disgrace instead of exhibiting honor. They have relatively few obligations, especially on Moghes where villages are seen as safe enough for children to explore on their own at an early age. Married peasant women in particular exist almost entirely outside the system of honor, though many outside of Moghes take on or emulate the practices of noblewomen in an attempt to raise their standing in society.&lt;br /&gt;
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Noblewomen are known to hold to their own traditions, however. Historically, noblewomen once frequently met at gatherings where petty rivalry between clans would be set aside in favor of an atmosphere of levity and camaraderie. These eventually developed into formal meetings, and a standard of decorum was set, though usually shared via word of mouth or watching others rather than writing it down.&lt;br /&gt;
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Much like with the Warrior’s Code, the Matriarch’s Code was recently written down in at least one form by Ouerean sociologists. However, the Matriarch’s Code differs from the Warrior’s Code in that it is often described in disparate ways by different researchers. This has led to the common outside perception of any sort of formal rules of decorum for noblewomen as, at best, simply playing at the more sophisticated concept of honor that warriors have; at worst, mere cash-grabs by Ouerean scholars willing to fabricate evidence to line their pockets through book sales.&lt;br /&gt;
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The most common formulation of the Matriarch’s Code supposedly originates from the noblewoman meetings held by Queen Juztia Izweski, wife of a former Izweski Hegemon, which served a vital role in informing her vast network of female spies, known as the Guild of Shadows. In fact, it is believed that these meetings were initially started by her spies as a way to get information inconspicuously, and unsurprisingly enough noblewomen from all across the Hegemony were more than happy to air their grievances in similar company. Many noblewomen who believe this story idolize her as an exemplar of the ‘goal-driven noblewoman’ archetype.&lt;br /&gt;
&lt;br /&gt;
=== The Matriarch’s Code ===&lt;br /&gt;
&lt;br /&gt;
A noblewoman must be &#039;&#039;&#039;Loyal&#039;&#039;&#039; to her clan, Lord, and partner in that order. This tenet is the most important of all, as a woman’s duties are determined first and foremost by her loyalties.&lt;br /&gt;
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A noblewoman must be &#039;&#039;&#039;Dutiful&#039;&#039;&#039; in all aspects of her life. While this often refers to simply keeping the household, children, and servants in check, for those with higher aspirations it means that they are held to a higher standard, both by themselves and others, in whatever they choose to do. A noblewoman who handles the house above all other things must be the best at maintaining the household, while one who chooses to be a diplomat must be the best at diplomacy. Moreso than for men or peasant women, inadequacy and mediocrity are not tolerated.&lt;br /&gt;
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A noblewoman must be &#039;&#039;&#039;Graceful&#039;&#039;&#039;, representing her household and your husband well. Not only avoiding disgrace herself, she must actively serve as an example of gracious conduct. She must also ensure that those under her are presented in a positive light, usually in the form of controlling what information others hear. Servants learn gossip from the lady of the household, and they will often spread it far and wide; this is a strong boon if wielded by a cunning noblewoman.&lt;br /&gt;
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A noblewoman must be &#039;&#039;&#039;Knowledgeable&#039;&#039;&#039;, understanding both the world and her role in it. Her knowledge need not be limited to a specific domain, as the more a noblewoman knows, the more she can leverage it to the advantage of her and her household.&lt;br /&gt;
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A noblewoman must be &#039;&#039;&#039;Tactful&#039;&#039;&#039;, understanding the right time to keep or divulge secrets. Men are honor-bound to tell the truth, but women aren’t. This ability to lie without dishonor must not be abused, however, or one will develop a reputation as a liar and become useless. Many noblewomen therefore choose to reveal harmless secrets in order to temper their reputation, while others instead simply conceal their lies better (and often elaborately).&lt;br /&gt;
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== Dueling ==&lt;br /&gt;
&lt;br /&gt;
Dueling is a time-honored tradition for Unathi, and Sinta from all walks of life have engaged in it. Typically, this matched combat is a way to settle disputes and matters of honor--though, the sight of blood is always satisfying to the average Unathi.&lt;br /&gt;
&lt;br /&gt;
The procedure for duels on Moghes has historically been simple. An Unathi who would seek to challenge another to combat typically goes by the following procedure: &lt;br /&gt;
First, the challenger points directly at the would-be duelist, staring into their eyes and lashing their tail against the ground; an inescapably offensive gesture. This is to signal the demand for a duel. The one who first made the challenge must announce their name and Clan, the reason for the duel, where it will be done, and the weapon they will use, all in a public and formal manner. Ranged weapons can only be brought if it is a duel exclusively using ranged weapons, and energy weapons can only be brought if both are using energy weapons. The challenged will respond with their name and Clan, and their weapon of choice. It is possible to apologize in a satisfying manner and the duel might be stopped, but often these manners of honor can only be satisfied with blood. Denying a duel must be done carefully; it can often result in serious accusations of cowardice, or being perceived as a further insult to the challenger. Participation can be honorably refused on account of major difference in age, difference in sex, severe social inferiority, or the challenger being inherently honorless. Duels may also be honorably declined if they are random, or if one has nothing to prove. It is also poor form for women to duel in public, but arenas are a legitimate place for this.&lt;br /&gt;
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At the choice of the challenger, the duel can be brought to a number of conclusions; till the first drop of blood spilt, until one of them is too injured to continue, until surrender, or to the death. Requirements are typically requiring a witness and doctor per combatant. However, duels to the death require the knowledge and consent of each Unathi’s Clan Matriarch or a judge. Typically, the setting for a duel is either outside of a city or town, or in a designated dueling area. All cities are typically equipped with dueling arenas in the Duelists Guild’s Arena Hall; where witnesses, doctors, and refreshments can be found in good supply. After both combatants have discussed everything, and have both agreed to the duel, both must wait up to a week in order to train and steel themselves for the battle to come. If one party fails to appear, they are considered to be a coward and the party that appealed would win by default. The resulting reputation for their cowardice can easily affect the individual’s standing in society, perhaps even affecting their Clan.&lt;br /&gt;
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While most duels are done between the lower classes, and Warriors, it is not unheard of for nobles to engage in a duel. While those of lower birth may enjoy the freedom to use their preferred weapon while dueling each other, and even battles between nobles have the same choice; if a noble chooses to agree to a duel challenge to one of a lower rank, it is the noble’s choice what weapon both combatants will use. This discourages many from even trying, as most of the nobility have been practicing with expensive equipment and expensive training for numerous years. Typically it is an extremely poor move to challenge the nobility without a serious grievance. Nobles also have the choice of sending a chosen Warrior as a champion, a tactic employed by very high Clans, such as the Izweski. While the chances to beat a noble with their chosen weapon are incredibly slim, history shows that the nobility is not unbeatable.&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Entertainment&amp;diff=38614</id>
		<title>Unathi Entertainment</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Entertainment&amp;diff=38614"/>
		<updated>2026-02-23T23:12:31Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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Just on [[Moghes]], cultures are incredibly varied, and each has their own traditions and forms of entertainment. This section is dedicated to more famous forms of Unathi entertainment, known and enjoyed over the entire world, Hegemony, and by Unathi -and even people of other species- across the [[The_Orion_Spur|Spur]]. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Music ==&lt;br /&gt;
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Music is an almost essential part of Unathi society, and a highly appreciated form of entertainment, whether it is played or listened to.&lt;br /&gt;
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=== Uhszi Ski  ===&lt;br /&gt;
&lt;br /&gt;
Uhszi Ski was born ten years before the [[Contact_War#The_Atomic_Exchange|nukes]] dropped near [[Moghes#The_Oasis&#039;_of_the_Wasteland|Mudki]]. Her clan was devastated by the war and became nomadic wandering the [[The Wasteland|wastelands]] to find food and shelter, during those years Ski developed her talent for music mostly using her voice and string instruments singing about wandering the wastes and surviving in it. Her breakthrough in the wider world of Moghes was when she got an audience with [[The_Queendom_of_Sezk-Hakh|Queen Lazak Sezk-Hakh]], moved by her music she hired her as a personnel bard getting her songs out to the radios all over the wastes and the wider Moghes.&lt;br /&gt;
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Ski has learned to play various instruments since her career began, though she almost exclusively plays traditional Moghesian instruments. Her instrument of choice is the Ksar - a centuries-old, large instrument not unlike a harp, featuring five strings and played with a bow. Her singing is equally based on tradition, employing plenty of long hissing and notes. As a person, she is said to be a calm and quiet, but very kind woman.&lt;br /&gt;
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Her texts generally revolve around praising Unathi culture and traditions, as well as mourning what was lost and the many lives wasted in the [[Contact War]], often mixing mournful but hopeful themes. Perhaps the source of her success, however, might be her ability to embrace and praise tradition without coming off as hostile to the [[Izweski Hegemony|Hegemony]] and other more progressive elements of the Unathi population; instead preaching a message of peace, forgiveness, and harmony. Her most famous track is a perfect example of it, named “Spirits of Stones”, it is about a young couple falling in love with each other in the middle of the [[Unathi_Recent_Events#The_Iron_Crusades_and_Religious_Tensions_(2460-2461)|Iron Crusade]], one being of [[Sk&#039;akh]] faith, and the other [[Th&#039;akh]], ending on bittersweet notes.&lt;br /&gt;
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=== Wall Breachers ===&lt;br /&gt;
&lt;br /&gt;
Wall Breachers is a Moghesian band mixing elements from modern rock and metal genres with more traditional Unathi instruments, rhythms, and singing. Their music mostly revolves around war and battles, though not in a politically engaged way - rather praising the heroics and sacrifices of soldiers over history rather than treating war itself as a positive thing. Their songs offer tribute to all, from Traditionalists to Hegemonic troops, from ancient Unathi to soldiers of modern powers across the Spur.&lt;br /&gt;
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Their first album, “Burn Thy World” revolves exclusively around the Contact War, and sparked a bit of a controversy considering that it came out in 2451, merely two years after the Contact War ended - though it was undeniable that the band had talent even then and warriors from both sides were somewhat pleased by the tribute in the end. Released in 2453, “Lead and Light” is their most popular album to date, still mostly revolving around Unathi, it both extends far beyond the Contact War and up to the first Hegemony and tells tales about [[Unathi_Military_Structure#The_Kataphract_Guild_(Saa’Izweski)|Kataphracts]] facing [[Unathi Piracy|pirates]] among the stars. They have continued releasing more albums up to now and continue to do so; “Supernova”  came out in 2456 and contains many more songs dedicated to non-Unathi with the most popular one in it being about the [[Timeline#The_Interstellar_War|Interstellar War]]. “No Fear”, coming out in 2463, is considered their weakest entry, though it still features a few loved tracks, and it is also where Ra’Akaix’Kruki’K’lax, the band’s [[Vaurca]] member, made his first appearance. The band’s most recent album, “Honor” was released in 2465, rapidly proving extremely popular across the Spur with the band trying to evolve musically and attempt new things. One song in particular from this album has proved a surprise hit - The Abyss, an eight and a half minute long ballad about the final battle of the [[The_Great_Hive_War|Great Hive War]]. The song proved hugely popular with both [[Vaurca_Hives#K&#039;lax|K’lax]] and offworld Vaurcae.&lt;br /&gt;
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==== Band members ====&lt;br /&gt;
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Wall Breachers have five members:&lt;br /&gt;
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&#039;&#039;&#039;Koke Ozuk&#039;&#039;&#039;, (aged 36) is the band’s founder and lead singer. Born the third son to a minor noble in the Hegemony, his father sent his son off to the [[Unathi_Guilds#The_Keepers_of_Heirlooms|Keepers of Heirlooms]] where he quickly became a part of the [[Unathi_Guilds#The_Scourn_of_Skalds|Scourn of Skalds]]. Though he was as shocked by the Contact War as any other Unathi, being in [[Moghes#The_Oasis&#039;_of_the_Wasteland|Res’karum]] at the time ensured that he would remain safe from the nuclear exchange. In 2447 he took part in the Contact War’s last battles, up to its very end in 2449, during which it is said that he wrote his first songs, some of which ended up in the band’s first album. Koke often comes out as a fun-loving but ultimately responsible sinta.&lt;br /&gt;
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&#039;&#039;&#039;Ulha Ossi&#039;&#039;&#039; (aged 38) is the guitarist. Born a peasant in [[Moghes#The_Th&#039;akh_Heartland|Ura’Mastyx]] in the [[Tza_Prairie|Tza Prairie]], they were a fisherman before meeting Koke. For a time they learnt to play various traditional Moghesian string instruments. Ossi plays various instruments for the band, depending on the song, from the old Unathi Iszwara (a sort of mix between a harp and a guitar that a Unathi plays by plucking the cords with their claws and tail) to even electric guitars. Ossi is very close to Ozuk, the two of them publicly referring to each other as “brothers” on multiple occasions.&lt;br /&gt;
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&#039;&#039;&#039;Rearsl Ozuk&#039;&#039;&#039; (aged 35) is the bassist, born as a noble in the [[Izweski Heartland|Heartlands]], always being fond of history even from a young age she aspired to be a historian when she grew up. She was married to Koke Ozuk one year before the band formed, hearing her husband talk about music she decided to help her husband with making a band and bringing the history point forward. A quick learner she picked up the bass guitar and in Wall Breachers&#039; latest releases started to do some backup singing.&lt;br /&gt;
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&#039;&#039;&#039;Ska Reoroz&#039;&#039;&#039; (aged 47) is the drummer. Born before the Contact War, he was a warrior for the Traditionalist Coalition, though beyond that little is known about his clan or origins. A quiet man, Reoroz prefers to stay out of the spotlight, refusing to give personal interviews unless there’s a band member with him. When asked, Reoroz has said that he prefers to “let the music speak for him”. He compensates for his more quiet and composed attitude with unparalleled energy when playing, his age seemingly taking nothing from him.&lt;br /&gt;
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&#039;&#039;&#039;Ra’Akaix’Kruki’K’lax&#039;&#039;&#039; (aged 2) is the latest addition to Wall Breachers, an [[Vaurca#The_Unbound|unbound]] [[Vaurca_Biology#Bulwarks,_(Ra,_Type_E)|Bulwark-form]] Vaurca of the K’lax hive, Kruki met Koke during “No Fear”’s production. Stories say that Koke was shocked to meet Kruki because of how surprisingly good of a musician they were. Kruki plays the synthesizer, though they are able to play various other keyboard instruments, bringing an electronic side to the band’s songs and occasionally acting as a backup singer. Kruki instantly became popular among fans appearing as a big but somewhat naive and kind figure within the band.&lt;br /&gt;
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=== Mador’s Revenge ===&lt;br /&gt;
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Mador&#039;s Revenge is a band made up of six [[Aut&#039;akh|Aut’akh]] from the [[Aut&#039;akh#The_Undercity_Communes,_&amp;quot;the_Underbelly&amp;quot;|underbelly commune]] of [[Moghes#The_Untouched_Lands|Skalmar]], not much is known about these six sinta other than their names and some facts. A young band popular among the underclasses of the Hegemony mostly playing live in underground taverns, they scream and sing about how furious they are against the Hegemony, [[Hephaestus]], and wider society. While not so popular on Moghes itself, their music is quite popular in various scenes around the Spur, and naturally among other Aut’akh.&lt;br /&gt;
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The band is very guitar, drum, and synth-heavy with a little mix of the saxophone in it. The heavy focus on human instruments is believed to be due to [[Ouerea|Ouerean]] cultural influence. The band&#039;s most infamous action was during the opening of the Jaz’zirt regional fusion plant in the Southlands - playing several of their most anti-Hephaestus song in the streets. They were ordered to stop by the local watch following the assassination attempt on Titanius Aeson, and rumor has it that several members of the band were arrested under suspicion of involvement - a fact which neither the band nor the Jaz’zirt watch are willing to confirm or deny.&lt;br /&gt;
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==== Band members ====&lt;br /&gt;
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&#039;&#039;&#039;Hoeiz Madorssask&#039;&#039;&#039; is the front man of the band, and often acts as their public face. He is believed to have originally been a roboticist in one of the undercity communes. He cuts an imposing figure, a hulking Sinta covered head to toe in [[Unathi_History#The_Sinta&#039;Mador|Mador]] runes and robotic augments.&lt;br /&gt;
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&#039;&#039;&#039;Kiso Madorssask&#039;&#039;&#039; is one of the guitarists of the band. A young Sinta, he stands out for an Aut’akh, sporting barely any arguments buta robotic arm and eyes. He is believed to come from the [[Unathi#Orphans_and_Orphanage_Guilds|Kuhwinla orphanage]], though he has repeatedly publically denied this.&lt;br /&gt;
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&#039;&#039;&#039;Ukok Madorssask&#039;&#039;&#039; is the bassist of the band. Small and thin for a Sinta, it is believed they were a wasteland refugee. Due to the band’s unwillingness to share personal details, Ukok has refused to comment on this, which has led to a running joke among fans of attributing increasingly implausible secret identities to them - ranging from King Don’zai Azarak’s secret twin to a [[Skrell]]-created clone of Hegemon Kresshi [[Unathi_History#The_First_Hegemony|Kres’ha’nor]].&lt;br /&gt;
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&#039;&#039;&#039;Hsekasa Madorssask&#039;&#039;&#039; is the other guitarist and saxophone player, an older woman believed to be a former noble from the Traditionalist Coalition. Due to her age and perhaps her noble education, she learned the guitar and saxophone easily. She is fully augmented, with her extensive prosthetics etched in Mador runes. Of the band’s members, she seems to be one of the most dedicated to the religious ideals of the Aut’akh faith.&lt;br /&gt;
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&#039;&#039;&#039;Reeri Madorssask&#039;&#039;&#039; is the drummer, a young woman born in to a Skalmar peasant clan. She joined the Aut’akh due to her political stances, and saw the band as a means to spread the fairly unpopular faith’s message. A skilled wordsmith, she is one of the band’s main songwriters - frequently praised by fans for her influence on the lyrics and song titles.&lt;br /&gt;
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&#039;&#039;&#039;Azal Madorssask&#039;&#039;&#039; is the synth player, who also acts as a roboticist for the Skalamar commune. She has a very keen mind when it comes to technological matters, and is responsible for a great portion of the band’s unique sound - reportedly often spending days on end diving through the extranet for samples.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== The Rezlik Crew ===&lt;br /&gt;
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Originally the Rezlik clan was a [[Unathi Piracy|small crew of an independent pirate ship]]. Like quite a few others, they chose to swear fealty to the Hegemony for forgiveness, and the right to return to Moghes. While they are crewmen first, they also very much enjoy singing, and this is how they made a name for themselves. Shanties are not uncommon among Unathi space pirates, but the Rezlik take these quite seriously and very much enjoy them. Thankfully, people seem to grow quite fond of their renditions and so they started selling albums, something that turned out to be quite successful.&lt;br /&gt;
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Unathi space pirate shanties are quite unique, a bland of tradition and modernity, with crews hissing, thumping tails, and doing harmonics, while a handful of members actually sing. Texts generally revolve around tales of adventure, danger, and glory, as well as tales of legendary pirates past. “The Gold of the Glorywright” is one of their most popular songs, telling of the death of the pirate [[Unathi_Piracy#Variz_Smokescale,_Greatfather_of_Buccaneers|Vhariz Smokescale]], and his lost trove of phoron hidden somewhere in the Spur.&lt;br /&gt;
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The Rezlik Crew remains first and foremost, pirates in the service of the Hegemon, and thus their mission passes before their music. While they can record their music in their ship, on their way to their objectives, occasions to perform before a crowd are rare, though often happen when they stop by a colony. Occasionally, influential members of the Hegemony can also ask to have the Rezliks given some “free time” so that they may perform somewhere specific if it is possible.&lt;br /&gt;
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The Crew counts 30 members, but its face remains Uklek Rezlik, the Captain himself. He is a generally brash and rude man, but not a cruel one. He is also ultimately a man of honor, hence his desire to stick to his duty to the Hegemon first and foremost.&lt;br /&gt;
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== Literature ==&lt;br /&gt;
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Though some clichés and prejudices might have led some to believe the opposite, Unathi take literature quite seriously, and have been doing so since it existed. Before the creation of the printing press, and long after as well, manuscripts and books were seen as precious artifacts to preserve and maintain. The feeling died down in the last couple of centuries, though, but recently returned after the [[Contact War]], many works of literature seen as parts of Unathi culture from before the Nuclear Exchange devastation to protect and maintain.&lt;br /&gt;
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=== Empires of the Blue Planet ===&lt;br /&gt;
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One of the earliest works of Unathi science fiction, ‘Empires of the Blue Planet’ was written in the late 21st century. It tells the story of an Izweski warrior who is wounded in battle, and stumbles upon a mysterious machine which transports him to [[Ouerea]]. The version of Ouerea portrayed in the novel is very different to reality, with the planet shown as an oceanic world dominated by a strange alien race known as the Vsai. The protagonist is taken as a slave to the strange cities of the Vsai, and is almost sacrificed to their dark spirit-gods. With the aid of a sympathetic Vsai woman, he manages to free himself and lead a rebellion, tearing down the decadent aliens and rising to rule the planet in a story that is often considered to be an allegory of the [[Unathi_History#The_Third_Hegemony|Izweski coup against the Sarakus]]. These days, the novel is surprisingly popular on Ouerea, considered an amusing reminder of pre-spaceflight Unathi beliefs.&lt;br /&gt;
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=== The Moghesian Records ===&lt;br /&gt;
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The Moghesian records are multi-volume encyclopedias updated and published yearly since the [[Unathi_History#The_Second_Hegemony|Second Hegemony]]. As part of Ayzi Sarakus’ [[Unathi_History#The_Great_Endeavor|“Great Endeavor”]], members of the [[Unathi_Guilds#The_Keepers_of_Heirlooms|Bard’s Guild]] were tasked sometime in the 1930s with creating an large, but easily digestible work of literature that could be distributed with ease to population all over the Hegemony to spread the knowledge needed to work in a modernized Hegemony. The first of the Hegemonic Records, as they were called then, mainly revolved around scientific and technical knowledge, but priorities shifted at the dawn of the 21st century and the Hegemonic Record’s objectives moved to trying to include all of Unathi knowledge, leading to a change in names, with the books now called the Moghesian Records.&lt;br /&gt;
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Despite trying to be as easy to read as possible, Moghesian Records are works of epic proportions. The 2466 edition, for instance, includes 4 volumes of 380 pages and a final fifth volume of 191 pages. Still, no matter the edition, Moghesian Records remain a common sight in Unathi libraries and even homes, providing an extensive and comprehensive database on paper format, both in Sinta’Unathi and Sinta’Azaziba.&lt;br /&gt;
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=== Tales of the Past ===&lt;br /&gt;
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[[The_Wasteland#The_Reclaimers|Reclaimer clans]] and other Wasteland explorers scour the [[The Wasteland|Wastes]] mainly for technological items and resources to recycle, but its not rare for other types of finds to come up, such as pieces of literature. Though not of immediate use, many knew not to dispose of these finds, forgotten pieces of a culture damaged by the Contact War. This led to the creation of Tales of the Past, a monthly magazine published by the Keepers of Heirlooms, but sharing stories often provided by Wasteland explorers.&lt;br /&gt;
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Each issue of Tales of the Past provides a couple of articles explaining life or events in the Wastes, but most importantly, includes collections of written pieces gathered all over the wastes: books, letters, journals, notes and more. When possible, these pieces are identified, or investigations are made to figure out who wrote them or what they were about when incomplete; readers are often regularly invited to contact Tales of the Past to provide information if they happen to recognize some of the pieces in order to help with said research.&lt;br /&gt;
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Tales of the Wastes is very popular among Unathi, and the magazine has not only proved to be a source of interesting reads for the common people, but also a very useful resource for historians and academics.&lt;br /&gt;
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== Cinema and TV ==&lt;br /&gt;
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Due to the ravages of the Contact War, the exact date has been lost, but it is known that Unathi came up with photography, and shortly after cinema, during the later part of the 20th century.&lt;br /&gt;
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=== The Quests for the Ruins ===&lt;br /&gt;
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The Quests for the Ruins is a series of movie adaptations of an epic dating back to the later days of the first Hegemony. It is unknown whether the story was originally based on history, or if it was purely fictional, but it features fantastic elements in any case. The Quests for the Ruins tell the tale of the Yelkin Clan at an unknown age (though historians judge that it should still be during the [[Unathi_History#The_First_Hegemony|first Hegemony]], even if the Hegemony itself is never named nor makes an appearance), as they discover the ruins of a massive city in the mountain ranges [[Moghes#The_Oasis&#039;_of_the_Wasteland|North of modern Bahard]]. These strange ruins belonging to an unknown, long-dead people- who modern experts assume are, or are inspired by [[Unathi_History#The_Sinta&#039;Mador|Sinta’Mador]]- prove to be full of strange treasures and promesses of untold wealth and power. Soon the more clans hear of it, and it doesn’t take long for great wars for the control of the ruined city to unfold between the many clans of the story. The story follows many members of the Yelkin clan over more than a century, until the protagonists realize that the power the city can provide is corruptive, and forces Sinta to face their own kin, culminating in a great battle between those that were corrupted and the “real kin” led by the last of the Yelkin, leading to the destruction of the city. To this day, it remains a classic story loved by Unathi of all origins and culture for its message of union against evil, no matter one’s background.&lt;br /&gt;
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Impressive means were deployed to properly adapt this legendary epic, leading to the release of three, roughly three hours-long movies, in 2379, 2381 and 2383. Some of the greatest names of the time in Moghesian cinema played at some point in these movies, the shooting of the final battle employed some 20,000 extras (many being actual soldiers) and using revolutionary -at the time- special effects. The Quests for the Ruins movie series ended up being the greatest cinematic success in Moghes’ history and still is today, even if the actual numbers were lost to time. It was so popular in fact, that the Contact War did not make finding copies of it any harder, and even sold quite a lot on the interstellar market; with many considering these movies the pinnacle of the Moghesian Epic genre.&lt;br /&gt;
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=== The Ballad of the Matriarch ===&lt;br /&gt;
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The Ballad of the Matriarch is one of, if not THE most popular Unathi-made TV-show in the Spur, with a large following both in the Hegemony and abroad. The Ballad of the Matriarch is half soap opera, half documentary, aimed at representing the life of Moghesian women of influential clans. Perhaps what gave The Ballad of the Matriarch (often shortened to The Ballad) such a following is how much it stands out compared to other such shows due to the characters represented and their activities. While The Ballad may tackle the typical themes seen in the average soap operas, from love affairs to money, it also focuses a lot on the plotting and strategies of Unathi women taking care of clan affairs. Viewers often joke about “joining for the women and staying for the politics”, though it is often how many fans actually got enamored with the show. Even though it has been running for years, The Ballad managed to bring new elements to keep its episodes fresh and interesting, from bringing characters from across the Spurs with Biesel or Mictlan Unathi, to the appearance of a member of a pirate clan highly inspired by real life’s fleet [[Unathi_Piracy#Iska&#039;s_Adventurers|Iska&#039;s Adventurers]].&lt;br /&gt;
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The first episode of The Ballad of the Matriarch first aired on the 5th of June 2450, and has been broadcasting one episode every day since then, except during the [[Moghes#Year_and_Seasons|Travakh season]]. The Ballad of the Matriarch earned a large following all over Moghes right away, and started getting popular abroad over the years, with a notable number of fans in [[Mictlan]].&lt;br /&gt;
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=== The Art of the Hunt ===&lt;br /&gt;
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The Art of the Hunt is a TV show revolving around hunting, fishing, and cooking. The Art of the Hunt is a loved show across Moghes, and slowly started earning some following across the Spur. It is also liked by many for its host, Ystan Karkizi, an ex-cook from the Hegemon’s palace in his early 50s with bright red scales and a surprisingly cheerful attitude.&lt;br /&gt;
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Each episode follows the same 3-part structure: the first part introduces the game they are after, or the type of fish they are looking to catch, then the process to actually hunting or catching it. The second part revolves around processing said catch, from skinning to choosing what part to keep, coupled with plenty of advice and reminders about health and safety. Finally, the third part revolves around cooking the meat in question, much like a standard cooking show. This three part structure allowed the show to draw a wide range of audiences, some interested by specific parts, others by the show as a whole.&lt;br /&gt;
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The show first aired in January of 2459 and has been broadcasted weekly on Moghesian television ever since; and since 2465, on various other channels across the spur. Since 2464, The Art of the Hunt’s team started shooting across the Spur, offering tips about hunting and cooking meat from abroad. Notable episodes include the [[Deep_Space#Space_Fauna|Space Carp]] episodes made in partnership with the [[Unathi_Military_Structure#The_Navy|Izweski Navy]]; and the [[Dominia|Dominian]] episodes during which Ystan hunts along members of the [[Unathi_in_Dominia|Kazhkz Clan]]; the latter also being a display of Ystan’s desire to keep the show as apolitical as possible, which contributed to earning more viewers.&lt;br /&gt;
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=== Venom Hearts ===&lt;br /&gt;
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A television series primarily made for women, Venom Hearts is a story about the hardened spy and investigator, Zo’kaa Lhesk Yiia, as she runs her investigative business in the heart of Skalamar, solving crimes too tough for the [[Unathi_Crime_And_Enforcement#The_City_Watch|City Watch]]. In the show’s many seasons, she has had numerous lovers of all genders, and faced all manner of adversaries - from the [[Unathi_Crime_And_Enforcement#Shortclaw_Clan|Shortclaw Clan]] to corrupt nobles and the assassins of the [[Unathi_Crime_And_Enforcement#The_Shadow_Service|Shadow Service]]. The show’s fifth season recently aired, ending with Yiia’s desperate flight offworld, pursuing her arch-rival, a villainous noblewoman turned criminal mastermind, to the [[Republic of Biesel]].&lt;br /&gt;
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The series begins when Yiia finds a dying Kataphract warrior in her office, clutching a mysterious note. This leads her to rapidly chasing an increasingly deepening mystery, leading her through criminal syndicates both Unathi and alien, and eventually bringing her up against her cunning and diabolical archenemy, the Lady Khisa Vhesk, who has been consolidating power over the criminal guilds of Moghes. Zo’kaa works to unravel this conspiracy in a gripping thriller, seeking to prove her rival’s guilt, but so far Vhesk has managed to slip out of every trap laid for her.&lt;br /&gt;
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The series is known for its large and complex cast of characters, whose alliances tend to be fluid and opportunistic. It is also one of the few Unathi pieces of media to cast a large number of alien actors, with humans, [[Tajara]], [[Dionae]], [[Vaurca|Vaurcae]] and even the occasional [[Skrell]] all making an appearance at various points. The sixth season is set to take place on the moon of [[Valkyrie]], and is scheduled for release in late 2466.&lt;br /&gt;
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=== The Waste Hunter ===&lt;br /&gt;
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An action movie, focusing on the seasoned warrior Jharak Illisk, turned Jharak Guwandi. Drugged into unconsciousness as his own father, the lord of his city that he was sworn to protect was murdered by his corrupt and villainous brother, Jharak is made [[Unathi#The_Guwandi|Guwandi]] and exiled to the Wasteland. Swearing to clear his name, he fights against raiders, Traditionalist holdouts, and assassins of the Shadow Service as he works to bring down his brother and restore the rightful heir to his lord’s seat. The film has received generally positive reviews, though some feel that it is too sympathetic to Wastelanders and Guwandi in its depiction.&lt;br /&gt;
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Jharak spends many years in exile, seeking and failing to find an honorable death - before receiving word from a merchant that his brother has been named as the new lord of the city. Vowing his revenge, the aged warrior sets out into the radioactive Wasteland, seeking to redeem himself for his failure. Along the way, his brother learns of his survival and sends assassins after him, including the deadly bounty hunter Za’Akaix’Zix K’lax, a silent and fearsome Vaurca mercenary. Though Zix seems to only care about the money, the Vaurca is shown to have its own sense of honor, and joins Jharak in his quest when the treacherous lord betrays it. &lt;br /&gt;
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Along the way, Jharak acquires several companions, including a young doctor from the [[Unathi_Guilds#The_House_of_Medicine|House of Medicine]] whom he rescues from Gawgaryn raiders, a wise diona gestalt from the [[The_Wasteland#The_Spirits_of_the_Oasis|Oasis Clans]], and a snarky and wisecracking [[The_Wasteland#The_Reclaimers|Reclaimer]] who joins him in the hope of a payday. Together, they face countless foes, including villainous mercenaries in the pay of Jharak’s brother, in fight scenes that are known for their high-octane pace and brutal death sequences.&lt;br /&gt;
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The film ends with Jharak being formally restored to his name and title, as he is raised to the seat of his father. We see him welcome his Wasteland companions into his hall as valued counselors, and the final scene implies a blossoming romance between him and his doctor companion, as the warrior sworn to die in battle finally reclaims his life and honor. Though he offers Zix a position in his personal guard, the Vaurca refuses, claiming that he has business to tend elsewhere, and returns to the harshness of the Wasteland. In 2465, a sequel focusing on Zix was announced, titled ‘The Waste Hunter 2: Xsain Fury’.&lt;br /&gt;
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=== Last Days of Kres’ha’nor ===&lt;br /&gt;
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Last Days of Kres’ha’nor is a historical drama series, focusing on the dying days of the final Hegemon Kres’ha’nor, in the moments before the [[Unathi_History#The_First_Hegemony|First Hegemony]] collapsed. It follows a large cast of courtiers, including the Hegemon’s many vassals and children. The show has become wildly popular among both nobles and peasants, with strong arguments being held on Extranet forums as to which of the Hegemon’s children is most worthy of seizing his power. The show is currently awaiting its third season, with Hegemon Kres’ha’nor having finally died in a shocking moment at the end of the second season, with his heirs and rivals alike now preparing for war.&lt;br /&gt;
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Last Days of Kres’ha’nor has achieved great popularity among offworld Unathi, with many viewing the show’s portrayal of Moghresian history as a romantic depiction of proud Sinta traditions. The show’s commitment to historical accuracy has often been lauded by Unathi scholars, and its success has led to the greenlighting of a series focusing on the rise of the [[Unathi_History#The_Second_Hegemony|Sarakus Hegemony]], scheduled for release in 2467.&lt;br /&gt;
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=== She Who Mauls ===&lt;br /&gt;
[[File:SHEWHOMAULS.png|thumb|right|A poster of the third season of She Who Mauls, featuring, from left to right: Kreel, the mysterious leader of the Aut&#039;akh faction of the season; Zandiziite Widowtown, rival-turned-occasional ally since season two; and She Who Mauls herself.]]&lt;br /&gt;
She Who Mauls is a science-fiction animated television series that began before the Contact War. Originally, it followed the tale of a prospective Zandi from an obscure settlement of Moghes attempting to qualify as a [[Zandiziite_Games|Zandiziite Warrior]]. A primary concept of the show is the Spirit Arts, where through a mix of martial mastery, strength of character, and spiritual devotion, a Warrior becomes empowered by the Spirits themselves, turning them into greater fighters. The unnamed protagonist&#039;s chosen Zandiziite moniker &amp;quot;She Who Mauls&amp;quot; was controversial with audiences, as the Zandiziite Games only admits Warriors; however, through her stunning physical prowess and nobleness of character, leading to a great potential with the Spirit Arts, she was accepted as a contestant. The story follows the trials and tribulations associated with She Who Mauls competing in the Zandiziite games with such abilities; her status as a woman is frequently bought up as a point of ire and contention - something to be overcome by succeeding in various games; and also touches on aspects of Th&#039;akh religion through which spirit power is derived. Many Th’akh workshippers were offended by the fantastic but inaccurate render of their faith within the show, while many of the Sk’akh religion were of course displeased with the show making such a positive, even if unrealistic, portrayal of the old faith. Despite all of this, though, the show still proved surprisingly popular with Unathi of nearly all walks of life, mainly from the sheer strength of its storytelling, characters, and naturally, thrilling fight scenes.&lt;br /&gt;
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The Contact War began before the first episode of the second season could be run, halting production, and the chaos that followed the atomic exchange caused the studio to become defunct. It was considered lost media in the years following, and it was thought that the studio itself had probably been destroyed. It was, however, revitalized by an Ouerean animation studio built from members of the original writing and animation team who had fled Moghes during the war by 2464. The location of the studio on Ouerea have also allowed it somewhat more political freedom to cover some potentially more controversial topics or plotpoints. the following second season, and the currently-in-production third seasons of She Who Mauls have left behind the original Zandiziite Tournament origins of the story to instead focus on more fantastical threats and antagonists to Moghes, stakes getting greater as time the story progresses. The second season focused primarily on a threat to Moghes from a group of invading Unathi Pirates claiming to be the Scythes of Sik&#039;amakh themselves made manifest, deriving their spirit power from the Unathi Pirate branch of the Th&#039;akh religion. The third and currently ongoing season introduces Aut&#039;akh to the story for the first time, with them using their powerful prosthetics, and calling upon Mador spirits to fight on-par with She Who Mauls for a time, before unexpectedly switching sides to become unlikely allies aftter these very same Aut’akh mistakingly cause ancient Madors to wake up from a millenia-old slumber and set forth to erase the Sinta’Unathi as a species.&lt;br /&gt;
The show has also started to grow more popular across the Spur as a whole as of recently, with the release of dubbed versions in Tau Ceti Basic, Sol Common and Nral’Malic. Many foreigners claim to find the signature “Unathi campiness” endearing if not outright exciting.&lt;br /&gt;
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== Games ==&lt;br /&gt;
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Just like most other sentient species, Unathi have developed games ever since the very beginning of society. Countless Unathi games exist all over Moghes and other Unathi territories, these are only the most well-known across the Spur as a whole.&lt;br /&gt;
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=== Conquest ===&lt;br /&gt;
[[File:Conquest Game.png|thumb|right|A typical Conquest board. The red side (up top) has the advantage currently.]]&lt;br /&gt;
Conquest is a board game supposedly dating back to the [[Unathi_History#The_First_Hegemony|First Hegemony]]. It is played on a 11-by-11 squares checkered board with lines, or “paths”, possibly featuring empty spaces in it as well. Each player takes a side of the board and places their 11 pieces at the first line in front of them, facing the other player’s side.&lt;br /&gt;
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Each player takes turns moving one piece a turn, during which they may either turn and move, or move straight away. When moved, pieces go forward until they either hit a wall or another piece. If they hit one of the other player’s pieces from the side or the back (the front being indicated by an arrow), or just the back depending if the players are following the &amp;quot;classic&amp;quot; or &amp;quot;modern&amp;quot; rules, the piece is then captured. The game ends once one player loses all of their pieces or surrenders. Perhaps the most strategically interesting side of this game are the board’s path, curved lines allowing the pieces to change directions while moving. Though they cannot stop or turn during their movement, they follow any path they encounter, leaving the board from one side of the path and coming out of the other now moving in another direction, allowing complex maneuvers to trap any unsuspecting oppenent. Perhaps another interesting aspect is that the game allows a variety of different board layouts, the possibilities being nearly infinite (though only a selection of 70 boards are officially recognized by the Hegemonic Conquest League.)&lt;br /&gt;
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Conquest is an easy to learn and popular game, played by nobles and peasants alike, from elders to hatchlings drawing their board into the dirt and using painted rocks as pieces.&lt;br /&gt;
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=== Boarding Action ===&lt;br /&gt;
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Boarding Action is a game created by and, originally, for [[Unathi Piracy|Unathi pirates]]. It is a game noteworthy for being extremely complicated, many saying to a ridiculous degree, being “the fruit of the bored imagination of crewmen stuck in their ships with very little to do for days” as said by [[Unathi_Piracy#Iska&#039;s_Adventurers|Altarak Iska]] himself during an interview after his fleet officially joined the Hegemony.&lt;br /&gt;
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Boarding Action is a strategy board game, very similar to wargames, played by at least two players and with no upper limit to how many can take part in it. Each player has their own board representing their ship, resting on an even larger board (or just the floor or table itself) representing the battlespace. Along with their ships, players get a crew, represented on their board by tokens, and resources like weapons, fuel and wealth represented by cards. Players take turns over various game phases from moving to taking actions to firing, and can revolve around any goals, though the basic objective is defeating the enemy ship, either through space combat or, as the name suggests, boarding action. If more than two players are taking part in the game, teams can be formed, leading to veritable space battles.&lt;br /&gt;
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Games are known to be very long, the shortest games known to last several hours; while the bigger-scaled, longer games are played over multiple days. This made the game rather well-known abroad for such facts, and yet rarely if ever played by anyone but the most dedicated of players aside from other pirates. Unathi pirates being accepted back into the Hegemony for swearing fealty as of recently, notably with the entire Iska’s Adventurers fleet joining, have led to the game getting some more popularity in non-pirate circles however.&lt;br /&gt;
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=== Seamaster ===&lt;br /&gt;
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Unathi are not strangers to video games, though the lack of Moghesian video game brands, or at least the closest things Unathi society could have to a brand, means that the video game market sees few games made by Unathi, let alone popular ones. Seamaster is an exception.&lt;br /&gt;
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Developed by a small team of [[Ouerea|Ouerean]] Unathi, Seamaster is a strategy, management and roleplaying game revolving around fishing of all things. The game begins with the player creating their character and playing them directly, starting out small with minimal funds. Through fishing (but not only as updates added other ways to make a living, even if a little more shallow gameplay-wise), and slowly growing their operation, buying better fishing tools, ships and hiring more people to assist in their operations. As the player’s means grow greater, the game shifts from a typical roleplaying game to something more akin to a management game, though it is still possible to play individual characters just like at the start. The endgame sees players investing in interplanetary business, engaging in politics by taking an important position either among nobles or in the Guilds, and so on.&lt;br /&gt;
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Seamaster is often mocked for its very limited graphics, but this is more than made up for by unparalleled depth. Characters can engage in a wide variety of activities within countless procedurally generated planets. Individual characters do not just have a health bar, but rather, have body parts and organs each with their own individual status; they can engage in fishery which is by far the most detailed activity, but can also become miners, soldiers, explorers, settlers and more; and the roster of generated leaders and political entities allows for deep and extensive interaction and intrigue in that field too. Seamaster takes place in an entirely generated space with non-existent planets and systems and takes place at an unknown time, though Moghes is often referred to by other characters, and said space is located in Hegemonic territories. Developers said that the game supposedly takes place some time in the future, when Unathi colonies are more numerous and more developed, though no precise year is given in order to avoid making the game appear too dated in the future.&lt;br /&gt;
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All in all, Seamaster is a complicated game with a steep learning curve, but able to offer incredible depths to players dedicated enough to master it. Both this nature and its genre mean that this game is obviously not for everyone, yet it has earned a niche but very enthusiastic fanbase, and many video game players know of Seamaster even if they don’t play it themselves.&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Si%27akh&amp;diff=38613</id>
		<title>Si&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Si%27akh&amp;diff=38613"/>
		<updated>2026-02-23T23:12:22Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;“They call us madmen. But change often looks like madness, from the eyes of those who cling to the past.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Look at what has become of our world, and ask yourself - is it a sane world that we live in?”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Szak Ren’zsar, First Speaker of the Flame&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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Si’akh is the third most popular religion among Unathi. While a true translation is difficult to express, many people translate Si’akh to “prophet worship”. Si’akh is a relatively new religion that emerged from the fires of the Contact War in 2439. Si’akh is led by the charismatic former Sk’akh priest Juzida Si’akh and is held as the Messiah by his followers. The main belief of Si’akh is that all Unathi that died in the cleansing fire of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped for eternity unless the species is purified by converting and repenting for their sins. The movement has hundreds of thousands of followers, and has come to immediate conflict with the orthodox Sk’akh church due to Si’akh claiming that Sk’akh is “corrupt” and that they are “an illegitimate institution” following the Contact War. Its followers were ruthlessly hunted down by the Maraziite Order and the forces of Izweski nobles. Despite the destruction of the Maraziite Order, the Hegemony continues to strike at Si’akh congregations in their lands, leading to many followers of Si’akh to find homes in the wastelands or human space, where the Hegemony’s reach is lesser. It is generally treated as a heretical and fanatical doomsday cult by orthodox Unathi.&lt;br /&gt;
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== The Prophet ==&lt;br /&gt;
[[File:Siakh.png|thumbnail|Portrait of Juzida Si&#039;akh in the middle of a firebrand sermon, circa 2457.]]&lt;br /&gt;
Born Juzida Aizahi in 2409, Juzida Si’akh was a rather unassuming priest until the Contact War brought nuclear devastation to his village. Si’akh was the sole survivor in his village after a nearby nuclear blast flattened the entire area. In this explosion, he saw the three aspects of Sk’akh who each spoke to him in turn. The Warrior told him that he must be strong for his people, and blessed him with the resolve to continue his journey, no matter how difficult it seemed. The Healer told him that the explosion was the first cleansing of the Unathi people, and those who sinned would be left behind for him to shepherd. She then blessed him with the knowledge of how to lead the people he would meet along his journey. The Fisher told him that he would have to build the future with his own claws, and that he was uniquely selected to lead Sk’akh’s chosen people, naming him The Final High Prophet Born of the Purifying Flames. Since this day, he has been a firebrand preacher, traveling the Wasteland and giving incredibly intense and passionate sermons. He claims to have a direct connection with Sk’akh which gives him what many consider supernatural abilities. He can inspire warriors with a single rousing chant. He can bring healing and salvation to Unathi with a simple touch. His craftsmanship is said to be unrivaled. He travels the Wasteland wearing simple purple robes, typically with nothing but his walking stick and journal. He is an extremely charismatic leader that has spawned a cult of personality around his devotion.&lt;br /&gt;
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The official symbol of Si’akh is a circle with a triangle inside it, with the circle being on fire. The circle is said to represent Moghes, with the Triangle representing the three aspects of Sk’akh, with the flames representing the purification and sanitation that flames provide. The most recognizable unofficial symbol of Si’akh is that of a mushroom cloud, with drawings of a young Si’akh standing in front of a mushroom cloud being a popular item in more iconoclastic members of the faith.&lt;br /&gt;
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== Doctrines and Worship ==&lt;br /&gt;
The primary belief of Si’akh is that the nuclear conflict of the Contact War was Judgement Day, and that all Unathi that live after it are Damned. They believe that upon death, their soul is unable to join Sk’akh, instead doomed to reincarnate forever across the galaxy for their sins of defiling Moghes, the spiritual center of Sk’akh in the physical realm. The only method of achieving salvation is through being personally forgiven by Sk’akh through The Prophet or by following The Prophet’s doctrines and gaining enough favor with Sk’akh to be forgiven after earth and joining the ancestors. Si’akh believes that evil and selfish behavior transform the souls of Unathi into literal demons who then perform evil on the world. Fighting back against one’s innate wickedness is the primary goal of all Si’akh worshippers. &lt;br /&gt;
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=== Myth of Creation ===&lt;br /&gt;
The creation myth for Si’akh largely follows that of orthodox Sk’akh. The universe was born cold, dark and empty, and over time living things came to be and left for the empty spirit world. Si’akh posits that the three wise elders were not the only souls of Sk’akh, but merely the shepherds of every soul that entered the spirit world before their merging, becoming the first True Prophet of Unathi, shepherding the souls of the dead spirits into the true afterlife. While it is true that Th’akh worship existed long before Sk’akh, Si’akh posits that Sk’akh became the custodian of creation out of a need to bring order to the chaos of the spirit world. Sk’akh then shaped a portion of the spirit world into the Beastlands and the Chained Wastes, leaving a large portion of the spirit world for Th’akhist worship, allowing for a more balanced energy between the order of Sk’akh and chaos of Th’akh. Because of the concept of balanced energy, Si’akh worshippers are not scornful of Th’akh worshippers, understanding that they are integral for the balance that Sk’akh wants to bring rather than angry at their difference.&lt;br /&gt;
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=== Doctrines ===&lt;br /&gt;
Si’akh largely follows many doctrines of Sk’akh, such as the soul being the actual person where the body it inhabits is simply a vessel. A major difference lies in the fact that Sk’akh does not create new souls to place into hatchlings developing within their eggs, as the souls being placed into hatchlings are instead the reincarnated souls of the Sinta barred from joining the Great Spirit in death. Ultimately, the final goal of Si’akh is to redeem all souls and prevent the damnation of the Unathi species, allowing Sk’akh to create new souls once more.&lt;br /&gt;
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The second major difference is that Juzida Si’akh is the Messiah, and that the High Priests of Sk’akh are nothing but false prophets that serve their own goals. Sk’akh has personally bestowed upon Juzida the objective of helping the Unathi species find redemption. His followers accept him to be an incarnation of all three Aspects of Sk’akh, with the strength of The Warrior, the caring of The Healer and the diligent nature of the Fisherman. If The Prophet is successful in his mission, Sk’akh will rule Moghes as a literal heavenly paradise. Si’akh generally considers that finding redemption means converting more people to the word of Sk’akh, though it understands that maintaining a balance between Order and Chaos is essential to maintaining spiritual equilibrium. Due to this, Si’akh worshippers tend to focus more on saving the souls of sinful orthodox Sk’akh followers than that of Th’akh worshippers, though followers of the chaotic Th’akh members are not turned away should they seek salvation in Order. Fire Priests are known to venture the stars in search of Unathi, particularly in the Republic of Biesel. There are many groups that flee to the Republic of Biesel, such as Aut’akh, Guwan and various dishonored clans. They are, according to The Prophet, fleeing Moghes in shame of the deeds of their ancestors, or are attempting to avoid the consequences of their species as a collective. These groups are among many that need redemption most, and The Prophet will always accept those who are willing to hear Sk’akh’s word.&lt;br /&gt;
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Si’akh worshippers are forbidden from eating anything but raw food and drinking anything but water, as to purify their soul and practice self-restraint. In the early days of Si’akh, followers abroad had been known to starve to death if the circumstances are right, such as being stuck with nothing but jerky or other prepared meats, though later proclamations from The Prophet have allowed people to eat liquid rations and other bare minimum foods, ruling they are as pure as raw meat.&lt;br /&gt;
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Repenting within the Si’akh faith means to resist temptation and live a life according to asceticism: living meagerly and not giving into the temptation of luxury and overindulgence. Frugality and simplicity are words to live by. Tailoring plain clothes, eating simple food, and keeping honest hobbies and work will set you along the path for salvation. Si’akh believes that money and opulence come with inherent wickedness, and as such, he opposes the idea of nobility sitting above the rest of Unathi as rulers and kings. Owing in part to why the Hegemony so vehemently opposes this religion, Si’akh has been known to inspire small revolts where he has traveled to, and those in charge fear what may happen in their own lands should Si’akh take root amongst the masses.&lt;br /&gt;
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Like all Unathi religions, followers are taught that even aliens have souls that go to their respective afterlives and greet their gods upon death. Unathi are given the unique curse of being banished entirely until they can find redemption, however. In some cases, such as that of the Ssup’vihtal, there are believed to be Unathi souls that inhabit alien bodies as well, with the alien bodies simply considered the vessel of said soul. Most aliens who are believed to possess Unathi souls are either born on Moghes or have otherwise had significant contact with Bluespace. Unathi-souled aliens are treated as equals to Unathi-bodied followers, and The Prophet has expressly stated that all those willing to embrace Sk’akh are welcome in his church, no matter what they may appear as on the outside.&lt;br /&gt;
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Relationships in general are touched on heavily by Si’akh. The Prophet completely throws out the orthodox definitions of relationships being a mix of Duty, Love and Lust, saying that relationships are a question of Duty alone. Marriages are framed in a survival sense, with new generations of hatchlings being reincarnated souls of the Damned that are unable to join Sk’akh. While in the past, the only types of relationships legitimized by Si’akh were those which could bear hatchlings, Si’akh has lightened up on these restrictions. While it is still considered a righteous pursuit to bear the next generation of hatchlings, same-sex marriages have found their niche in the religion, with many hatchlings needing homes being adopted into them. Same-sex marriages are not considered legitimate until they have their own hatchling prior to the marriage, and require a blessing directly from an Archpriest. These same-sex marriages are still treated as a taboo, as those that lack the desire to directly birth their own reincarnated souls are considered less devout than those that act on said desire. In any case, these &#039;second try&#039; souls must be raised to participate in The Prophet’s grand vision in order to achieve salvation.Notably, Si’akh forbids divorce and demands that any relationship be a lifelong act of monogamy.&lt;br /&gt;
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With regards to robotics and prosthetics, Si’akh follows the Sk’akh doctrine of believing full-body cyborgs to be without spirit, with prosthetic limbs and augments being considered sundering one’s soul. While the body remains simply a vessel, if one loses their physical arm, their arm’s soul is still in-tact, as the vessel was destined to lose its limb. The moment that a prosthetic is attached, it replaces and destroys the spirit that was otherwise occupying that space. Aut’akh are considered the epitome of spitting in the face of Sk’akh, destroying and mutilating the Great Spirit’s vision at the cost of one’s soul. Where orthodox Sk’akh are simply followers that have been led astray and Th’akh are a spiritual counterbalance, Aut’akh are the epitome of hubris - mortals that seek to defy Sk’akhs vision for the species. Despite this, The Prophet encourages his followers to preach to all heretics and heathens in the hopes of saving their souls.&lt;br /&gt;
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Like the orthodox Sk’akh church, Si’akh takes a strong stance on biological augmentation. The Prophet has stated that gene-boosting is a weakening of one’s inner Warrior, and that the only strength they should have to draw upon is that of Sk’akh. Manipulation of an unborn hatchling is, like orthodox Sk’akh, a profane act against Sk’akh, as claiming to know the path of an unborn Sinta better than Sk’akh is unacceptable.&lt;br /&gt;
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In accordance with asceticism, the Church of Si’akh collects a tithe with a value relative to a Sinta’s living cost. For example, a Sinta living in Biesel has a higher cost of living than a Sinta living in the wasteland. Generally, the tithe is 50% of one’s funds after they accrue 100% of the Cost of Living, which goes up to 75% of one’s funds after 200% of the Cost of Living. All funds after one accrues 500% of their Cost of Living, 100% of their funds are expected to go to the Church. Generally, it is considered taboo to have as much as 500% Cost of Living accrued as funds, as that money is better spent on one’s community than sitting in a bank account.&lt;br /&gt;
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=== Si’akh and the Afterlives ===&lt;br /&gt;
Si’akh posits that the Beastlands and the Chain Wastes are the two primary afterlives of the Unathi species. Similarly to orthodox Sk’akh, Si’akh believes that the connection to the Material world is stronger in some places than others, and that the strongest spiritual connection is Moghes itself, as that is where the spiritual consolidation of the Warrior, Healer and Fisher took place. Other places where Unathi Souls congregate also cultivate powerful connections to the spirit world, and as such Unathi are encouraged to create large communities and work in unison.&lt;br /&gt;
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Ska’kh’s home in the Beastlands is not contested by Si’akh, and the belief that Unathi that are righteous in life are sent to the kingdom after death is strongly held. While orthodox Sk’akh believes that the Beastlands are its own plane, Si’akh posits that the Beastlands are simply the center of the spirit world, with other planes residing at the edge of the Beastlands. With every convert, The Beastlands expands its influence as the Empire of Sk’akh grows and expands its borders. Anyone that dies having followed the path laid out by The Prophet can be redeemed and embraced by Sk’akh, joining them in the Beastlands.. It is said that if the souls within Sk’akh’s Kingdom are powerful enough, they are able to venture into these other planes and convert the souls residing there. A soul that inhabits the Beastlands will gain more power as it is fulfilled, and once they are satisfied with their time on the plane will ascend and be absorbed by Sk’akh.&lt;br /&gt;
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In stark contrast to the Beastlands, the Chained Wastes are truly a scorching land. Powerful spirits given a divine right by Sk’akh are sent here to punish souls in hopes that they will repent for their sins in life. The Chained Wastes is a plane that is entirely contained within a restricted section of the Beastlands, and is believed to be a portion of The Beastlands that was ripped closer to the Material World due to the Contact War, causing its desertification. Those that die failing in their duties to resist temptation and vice remain damned, forced to reincarnate into a new body. Some souls, however, can become completely overtaken by daemonic influence through temptation and vice, causing them to become literal daemons in the afterlife. These particularly damned souls prey on the living, filling them with the temptation to create even more of their kind. The area around the Chained Wastes is highly controlled by Sk’akh’s most powerful spirits, and while wicked spirits have been known to escape into the Material World, there has never been a known incident of one of these daemons escaping into the Beastlands. &lt;br /&gt;
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Lately, a number of scientists have begun to theorize about the link between bluespace and the Spirit World, with many claiming that bluespace itself is the physical representation of Sk’akh’s will - the Spirit World made Material. While orthodox Sk’akh believe that this is nothing but nonsense, a number of scholars have given merit to the theory, given the fact that Unathi have been exposed to what many species would call magical events, leading the Unathi to believe that bluespace is linked to them as the Great Spirit’s Chosen People.&lt;br /&gt;
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=== Funeral Rites ===&lt;br /&gt;
Si’akh demands strict burial rights in the form of a body being cremated. Similarly to Sk’akh, the cremation process begins with any open wounds being cauterized with fire, and then they are to be placed on a specialized cremation stone and lit ablaze in order to assist the spirit in escaping the body, with any remaining sins of the body being burned away into ashes. Anyone that knew the Unathi that passed is expected to attend the cremation and beg for the soul to be forgiven by Sk’akh, expressing all the good the person did in life in order to curry favor with Sk’akh. The devoutness of the deceased will determine where the soul is taken, with more pious individuals being guided to the Beastlands and more sinful individuals being brought to the Chained Wastes.&lt;br /&gt;
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=== Si’akh and Orthodox Sk’akh ===&lt;br /&gt;
Primarily, The Prophet views orthodox Sk’akh with condemnation. According to The Prophet, the Church of Sk’akh is a deeply corrupt institution that has lost the favor of Sk’akh and now only serves themselves. Si’akh claims that a High Priest being elected by Archpriests, instead of divinely ordained by Sk’akh, is a sign that the Church has long-since lost its way and become entangled in earthly politics and corruption. The Prophet believes that he alone speaks directly to Sk’akh, who instructs him on their will, and no other priests have been Ordained by the God themselves. The Prophet believes that Orthodox Sk’akh priests are the first Sinta that should be sought out for conversion to the True Faith, as they have an understanding of the faith, but have simply been led astray by the corrupt leadership of the Orthodox Church. No matter how combative Orthodox Preachers present themselves, The Prophet understands that they deserve to be saved by Sk’akh, as their hearts are devoted to the God already.&lt;br /&gt;
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=== Worship of Sk’akh ===&lt;br /&gt;
Similarly to Orthodox Sk’akh, Si’akh worship is communal, though with less of a focus on what The Prophet deems as “gluttonous” or “hedonistic” ceremonies such as feasts. These communal ceremonies are paid for entirely by the Church of Si’akh utilizing the tithe collected by all worshippers, with any priest being expected to request funds from the Church. As opposed to the Orthodox Sk’akh Church however, Si’akh can be considered slightly more iconoclastic, condemning the idea that Icons of Sk’akh can be commodified. Generally, the purchasing or selling of “commodified” Sk’akhist icons is considered taboo. Si’akh fishers put a lot of work into icons that they create, and are expected to give any icons that they create to anybody that can prove their faithfulness, or someone who has been sponsored by a known faithful, with The Church itself compensating the cost of the fisher’s work.&lt;br /&gt;
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The Great Spirit is simultaneously depicted as a single being as well as multiple individual beings. While there are three primary “heads” of Sk’akh, every soul that has been re-absorbed into its being have their own pull of the being, creating a more free ebb-and-flow to the Great Spirits’ actions. The Three Heads are considered to be both individual powerful spirits as well as general “groupings” of spirits with The Three Heads at the forefront. While in theory a powerful spirit could join The Great Spirit and augment and replace or even join as a Fourth Head, there have been no recognized spirits or grand alterations since the inception of The Great Spirit.&lt;br /&gt;
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==== The Warrior Mukari ====&lt;br /&gt;
The Warrior is Si’akh is depicted largely the same. He has four arms which he uses to carry a sword, a shield, a Si’akh holy symbol. His fourth arm has forgone the lute in favor of a Spear. He is a red-scaled Unathi, though his armor is much more modest in the Si’akh depiction, wearing leather armor typically studded with steel or iron. Fights, Conflict, and Strife are all matters that people worship Him for in Si’akh as well, and members of the Order of the Flame will utter a prayer of the Warrior before facing any opponent or otherwise before entering a battle. &lt;br /&gt;
&lt;br /&gt;
The Symbol of the Warrior is a sword and spear, typically crossed over one another. While symbolically lacking the lute, Warriors are still expected to continue the tradition of the warrior-poet. While Si’akh does not restrict warrior-poets to nobility, it is restricted to warriors that are both powerful as well as have the ability to read and write. Some have taken to referring to warrior-poets as warrior-scribes or simply scribes, as they have been given the divine task of transcribing The Prophet’s word and distributing to those that were not able to be present at the time of speaking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Great Warrior,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Your devout prepares to battle,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Today I claim victory over our enemies,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By fighting with You, as one.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-The Warrior’s Prayer&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Healer Simi ====&lt;br /&gt;
Healer continues to represent femininity in Si’akh belief. She bears a simple staff in one hand and a leather tome in the other, with a leather satchel at her side. She is the pinnacle of knowledge that all scholars pray to before study as well as the Aspect of Sk’akh that oversees injured Unathi. While in orthodox Sk’akh she is entirely covered, in Si’akh she is said to be modestly clad. In the Si’akh interpretation, Simi has dark blue scales and wears a long leather dress, sewn into form by the Fisher from that of a beast that the Warrior hunted himself. Worldly healers will call upon Her power in order to bargain for the continued health of injured Unathi.&lt;br /&gt;
&lt;br /&gt;
The symbol of the Healer is Her whitewood staff and leather tome. In the Si’akh rendition of the Healer, Her staff is charred at tip due to her utilizing the staff to cauterize the wounds of injured spirits. Women in Si’akh are encouraged to carry a smaller cautery in the shape of the Healer’s staff, and are all taught how to cauterize wounds in the Material world. Typically, Healers are the most learned members of the Church, and each Si’akh community will likely have at least one healer that instructs all other healers on their practices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;”Caring Healer,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;By Your grace,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Restore this one’s vessel,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;So that they may carry on Your will.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-The Healer’s Prayer&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Fisher Verrix ====&lt;br /&gt;
The Fisher in Si’akh is the most differing Aspect. They are a black-scaled Unathi with a slender tail that they use to fish. Their dorsal frills have one stripe down each of a differing color - on Their left, a stripe of blue scales, and on Their right, a stripe of red scales. They do not cover themselves as They do in orthodox Sk’akh, merely wearing a simple leather tunic. In each hand, They hold a weighing scale and one of various tools from their collection, typically a sickle, a blacksmith’s hammer or an ax. They are completely efficient with their tool, leaving no waste whatsoever and are considered the pinnacle to what all Si’akh craftspeople should be. &lt;br /&gt;
&lt;br /&gt;
The symbol of the Fisher is their scale of balance. All Unathi that worship the Fisher are expected to carry a scale with them and are encouraged to weigh the sins of each Unathi. The Fisher uses Their scale in order to closely monitor the balance between all things: Order and Chaos, Material and Spirit, Good and Evil. The Prophet was told that the balance between these three key principles was skewed, and thus The Fisher ensured the nuclear exchange to allow cleansed, good souls into the Spirit world to allow Sk’akh to grow in strength and spread the Beastlands while simultaneously ensuring enough good, lawful Unathi remained on the Material world to balance the evil, chaotic souls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;”Judging Fisher,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;May our crops be plentiful, though without waste.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;May our goods be worthy, though without excess.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;May our souls be full, though without sin.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-The Fisher’s Prayer&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rituals of Si’akh ===&lt;br /&gt;
As with orthodox Sk’akh, Si’akh prayers are sent to their respective Aspects of Sk’akh. Prayers to the Warrior are focused around strength, courage, leadership and assertiveness. Conflict and conflict resolution are part of the Warrior’s domain, and rituals of the Warrior are always sung or are otherwise rhyming to accentuate the poetic portion of the Aspect. Prayers to the Healer are focused around Nurturing, Empathy, Kindness and Compassion. Life, death and healing are part of the Healer’s domain, and rituals of the Healer are said to assist in the recovering one’s spirit. Prayers to the Fisher are focused around worldliness, craftsmanship, natural cycles and balance, and rituals to the Fisher always involve the balancing of two or more things.&lt;br /&gt;
&lt;br /&gt;
Sk’akh’s name may be invoked for major points in someone’s life, but it is more common to invoke the specific Aspect that relates most to the situation at hand. For instance, while officiating a marriage, one may invoke the Warrior for the ability to resolve conflict in a pair’s marriage, the Healer for a long life and spiritual entwining after death, or the Fisher for a balanced and equal relationship. Regardless of which Aspect one seeks to honor with their event, it is considered a priest’s duty to bless the ceremony, and it is unfounded to charge anything to one that genuinely seeks to honor Sk’akh.&lt;br /&gt;
&lt;br /&gt;
=== Saints ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
A number of Saints were initially declared in 2466 following the deaths of Fire Priests Illkari Csorik and Lisek Zentra.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saint Illkari Csorik&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Formerly a Grand Priest, Csorik was executed by the Tribunal Investigations Constabulary of the Empire of Dominia following a proselytizing attempt in their land. He was close friends with Juzida Si’akh and had followed him for decades, counting himself among Si’akh’s first followers and a loyal advisor. He was slated to be the Archpriest of Moroz before his death. He was a devout follower of The Warrior, and was widely considered one of the best fighters that The Prophet had ever known. He is hailed as a champion of the religion, and Si’akh has stated that Csorik would have become the next Final High Prophet Born of the Purifying Flames if he should face an untimely death. The symbol used to represent him is that of a flaming spear stabbing through a shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saint Lisek Zentra&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Formerly a Priest, Csorik was executed by the Tribunal Investigations Constabulary of the Empire of Dominia following a proselytizing attempt in their land. She was orphaned by Gawgaryn in 2451, but was rescued when Juzida Si’akh and his followers fought off the attack and was subsequently a loyal follower of Si’akh. She was a strong proponent of the Order of the Flame, and is credited with the creation of the idea. Si’akh has stated that Zentra was his first choice for the position of Head Paladin before her death. Si’akh was noted to have been deeply saddened following her death. It was claimed that Zentra was pregnant at the time of her death. The symbol used to represent her is that of a nest with three eggs inside of it, with a fire lit underneath the nest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Si’akh and Gender ===&lt;br /&gt;
Si’akh’s understanding of gender focuses less on meditations of the Great Spirit than orthodox Sk’akh. Si’akh ceremonies of gender transition focus on cleansing sins of the flesh, and being reborn from the purifying and burning love of Sk’akh, though these ceremonies, contrary to popular belief, do not involve setting anyone on fire. The Prophet Si’akh himself generally identifies as a warrior, though his followers view him as something greater, having transcended mortal concepts of gender by Sk’akh’s divine grace, being all and none at once. This generally manifests itself in The Prophet’s followers using either the pronoun that they themselves identify with or the pronouns of the Aspect of Sk’akh that they pray to the most.&lt;br /&gt;
&lt;br /&gt;
The Church of Si’akh is a largely genderless institution. It allows warriors, healers and fishers into its ranks. While the Order of the Flame is generally considered a warrior’s institution, the idea was created by a healer of the Church of Si’akh and has seen its fair share of healer members. The Sin Counters are an exclusively fisher institution, with all members being required to ritualistically burn away their gender before being allowed into their ranks.&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
In 2466, the Church of Si’akh was officially formed. Previously, Si’akh was considered an unorganized heretical group of wandering madmen. Following the formalization of the Church, Si’akh has spread like wildfire, with churches opened offworld to preach to those Unathi who abandoned Moghes following the Contact War - to the concern of the powers that be. The Hegemony has yet to take formal action against Si’akh, though several among the more devout Sk’akh nobility have called for action against the First Church of the Flame in the Eastern Wasteland. Juzida Si’akh has anointed several of his own Archpriests, tasked with preaching his word to the furthest corners of the Spur, and his followers have increasingly begun to gather and organize, with several of the Prophet’s sermons broadcasted over the extranet for the off-world faithful.&lt;br /&gt;
&lt;br /&gt;
Gatherings of Si’akh faithful are generally led by a Flame Priest - a role which has little in the way of formal standards, beyond being named such by the Prophet or one of his trusted Archpriests. This priest will lead a congregation of Si’akh faithful, and is held responsible by the Church for their physical and spiritual safety and wellbeing. A Flame Priest may appoint peers by their own will, but lacks the ability to raise another to their own position. Though the faith has grown rapidly in recent years, it is still firmly centralized around the authority of Juzida Si’akh and his hand-picked priesthood, lacking the frequent religious disputes of similar splinter faiths such as Aut’akh.&lt;br /&gt;
&lt;br /&gt;
=== The Church of Si’akh ===&lt;br /&gt;
The church of Si’akh is a formal organization that was born from the expansion of the faithful following Juzida’s brief trip off Moghes in 2465. The Church itself is centralized around The Prophet, who generally spends his time speaking directly to Sk’akh and communicating Sk’akh’s will to his Archpriests. The Church has seen no corruption, and all those appointed to high positions have been appointed due to their faithfulness as opposed to their link to The Prophet, something He takes great pride in. All Si’akh faithful are expected to pay tithes to The Church. These tithes are redistributed to all Si’akh Communes, Churches and Scepts to ensure that ceremonies are able to be held. While the Priests are the ones who are expected to request money from The Church, the money sent for any given purpose is expected to be used entirely for the listed purpose, and those caught violating their duties are ordered for execution. While this has not happened as of yet, it is expected that the nearest Paladin will take on the duty of executing the traitor at the first given opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Affairs of the Church ====&lt;br /&gt;
While the churches are run by Fire Priests and their direct followers, the duties of a church fall upon all followers in its community. From treasurer to flame bearer, there is a large list of duties that all local members are expected to assist with. Gathering tithes, speaking with followers and communicating with the priest directly overseeing them are generally duties of a local Fire Priest.&lt;br /&gt;
&lt;br /&gt;
Any given church will have a single day of the week, typically recognized as Sunday (though sometimes held on Saturdays, or rarely other days of the week, depending on the Priest and location), that all members of a community will gather for the Day of Worship. The entire day is spent with the members of one’s community, and all jobs that one may have outside of the Church are expected to excuse them, from fishing to office work. Members of the community will gather for breakfast in the Church, go about their Church duties, and then generally head outside for some form of event or team-building exercise. The exercise will generally last until lunchtime, where all adherents will gather and give their thanks to Sk’akh for their community, their food, and their lives. After lunch, a community sermon is held, followed by a large celebration of life and worship. After the celebration, adherents are allowed to head home, but are encouraged to stay and relax with their community. Many churches see it taboo to be the first one to leave on the Day of Worship, and those that leave last are often considered paragons of the faith, giving their entire day to Sk’akh.&lt;br /&gt;
&lt;br /&gt;
Churches are exclusively the location where marriages are held, with marriages often taking the place on the Day of Worship, replacing the sermon of that day in exchange for a focus on the marrying couple’s wedding. As is a typical Day of Worship, all adherents in an area are expected to attend regardless of their level of familiarity with the marrying couple. A Fire Priest will give a Flaming Blessing to the marrying couple, who will then be seen as being Married Under Sk’akh, often being being overseen or named under the Head of Sk’akh that they primarily worship.&lt;br /&gt;
&lt;br /&gt;
The Flame Priest of any given church is expected to request funds from the Church of Si’akh for any celebration, with a dedicated treasurer overseeing each church’s spending with allocated funds. While all tithes may be collected by the Flame Priest of a church, the collected tithe is not usable by the church until an approval has been reached from the Church. In order to expedite the process, Archpriests are given the responsibility of overseeing the funds given in their lands, a duty that is not taken lightly by any. An archpriest will generally have a Fiduciary Committee of Flame Priests that are given the direct responsibility of ensuring all requests are filled.&lt;br /&gt;
&lt;br /&gt;
The relation of any Sinta to the priest is not considered as much of a sway as one’s own faithfulness. Flame Priests have spurned their birth parents and children in the name of Sk’akh for attempting to sway their loved ones to bestow favor upon them. While community is vital in Si’akh worship, community is considered something that comes from the understanding that all those around you love Sk’akh, rather than any bloodline or sense of duty towards those in your proximity. In order to be a productive member of one’s society, they must first hold Sk’akh as the primary love in their heart, then one’s neighbor may be held second.&lt;br /&gt;
&lt;br /&gt;
==== Ranks of the Church ====&lt;br /&gt;
There is no formal requirement to be named to a position in the Church of Si’akh, save appointment by one higher in the faith’s hierarchy. Doctrine states that all such appointments are by the Prophet’s will, though with the growth of the religion this is only true in abstract. The Archpriests, appointed by the Prophet himself, name Grand Flame Priests, who name ordinary Flame Priests, who name peers. Unlike the orthodox Sk’akh Church, there is little in the way of politics or corruption among the faith’s higher ranks, with most of those who have reached such positions being true believers in the Prophet Si’akh and his cause.&lt;br /&gt;
&lt;br /&gt;
Priests are generally assigned to a specific location, with the cause of saving Unathi souls through the word of Si’akh, and turning the locals from their wickedness and sin. This, combined with the faith’s reputation as a doomsday cult, leads to Si’akh priests often being poorly received where they arrive, with some having faced death or injury in the name of their beliefs. In the First Church of the Flame stands the Wall of the Martyred - a monument bearing the names of those who died for the truth of Si’akh, who are believed to stand proudly at the Great Spirit’s side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Church of Si&#039;akh Hierarchy&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Final High Prophet Born of the Purifying Flames: Sometimes shortened to The Prophet, this is the leader of the Church and the true voice of Sk’akh. This position is currently held by Juzida Si’akh.&lt;br /&gt;
* First Speaker of the Flame: The head advisor of The Prophet. They are in charge of the communications between all Archpriests and ensuring that The Prophet’s will is being followed in all Scepts.&lt;br /&gt;
* Archpriest: The leaders of the Church. There is one Archpriest for each planet with an official Church Scept. There are currently five Archpriests. They are generally considered to be the advisors of The Prophet, and are led by the First Speaker of the Flame, who is also an Archpriest.&lt;br /&gt;
* High Paladin: The leader of the Order of the Flame also holds a distinguished position in the Church of Si’akh, just below that of an Archpriest.&lt;br /&gt;
* Grand Flame Priest: The director of a diocese. Makes more local decisions such as renovating churches and missionary outreaches. Paladins of the Order of the Flame are considered to hold the same level of respect as a Grand Priest as well, though have no authority in the Church of Si’akh unless they are also a priest.&lt;br /&gt;
* Flame Priest: A priest assigned to a specific town, district or region.&lt;br /&gt;
* Peer: A disciple in training.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High Ranking Church Officials ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
The important people of the Si’akh faith.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Szek Ren’zsar; First Speaker of the Flame, Archpriest of Moghes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Previously a top field correspondent with the Sinta Articles, Szek Ren’zsar spent some time tailing Si’akh as he gathered his followers in late 2465. Ren’zsar spent countless nights listening to Si’akh speak of tales of his past and his plans for the future. Enamored by the man’s charisma, Ren’zsar found himself more and more committed to Si’akh’s newest goal: building a proper church. Ren’zsar began using the connections he made while at the Sinta Articles to subtly push forward Si’akh’s agenda, from gathering skilled crafters and materials to spreading positive words of his newfound faith via the news outlet itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jok&#039;lan Trexus, Archpriest of Ouerea&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Trexus was one of the first Si’akh priests on Ouerea. Born in 2429 to a Sk’akh clan on Ouerea, Trexus found himself sickened by the spiritual sundering the Aut’akh inflicted upon their own bodies, and disgusted by the atrocities of the Contact War. Following the war’s end and the departure of the Sol Alliance and Nralakk Federation from Ouerea, Trexus fell into a period of severe depression and butanol addiction, living as a drunken vagrant on the streets of New Skalamar, before hearing a Si’akh preacher and reportedly being overcome with religious fervor and hope for the future. He abandoned the bottle, and joined the Si’akh faith, preaching the Prophet’s word to the Unathi of Ouerea to little success for several years. In 2465, the Prophet Si’akh visited Ouerea himself, and was reportedly impressed by Trexus’s devotion - naming him Archpriest of Ouerea, and blessing his mission in the name of Sk’akh. Trexus now presides over the Conflagrational Scept of Ouerea, and has gathered a small congregation of like-minded souls to preach the truth of Si’akh to all who will listen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thime Arrivion, Archpriest of Biesel&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Along with Illkari Csorik, Thime Arrivion was one of Si’akh’s first converts, a former soldier of the Izweski Hegemony who grew disgusted with his life of violence after the Contact War devoured Moghes. When Si’akh called for the faithful to travel to Biesel, Arrivion was one of the first to volunteer, believing he would carry Si’akh’s light to sinful alien stars. He arrived in the Republic, along with several others, in the late 2450s, and began attempting to convert those Unathi who had fled or migrated to Tau Ceti. In 2465, Si’akh declared him Archpriest of Biesel, blessing him and naming him leader of the Conflagrational Scept of Valkyrie. Arrivion is reportedly a passionate speaker, who often preaches of the evils that greed and lust for power have brought to Biesel, which has led to his sermons gaining popularity among poor or disenfranchised Unathi - who often see parallels to the evils Arrivion preaches of and the power corporations wield in the Republic. Despite his personal distaste for violence, his followers have often clashed with Sk’akh, Th’akh, and Aut’akh Unathi in the streets, leading to increased religious tension in Unathi communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holn Arrivion, Archpriest of Mictlan&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The younger brother of Thime Arrivion, Holn served alongside his brother on Biesel for several years, before the Solarian Collapse and the creation of the Corporate Reconstruction Zone. When Mictlan joined the Republic of Biesel, Holn volunteered to lead a mission to the Free City of Vezdukh, believing the Unathi there to be in desperate need of the Prophet’s salvation. Since arriving, he has worked tirelessly to spread the Prophet’s words to all who will listen, preaching similarly to his brother on the evils that mortal greed and lust for power have wrought on Mictlan - tapping into anti-Biesel sentiment with some measure of success. He has acquired a sizeable congregation within Vezdukh, and several prominent clans have made demands of the Lord Mayor to shut this radical preacher down before he causes a riot. In 2465, Holn’s service was recognised by the Prophet, who named him Archpriest of Mictlan, encouraging him to continue his work on saving the souls of the Mictlani Unathi. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ka’Akaix’Req K’lax, Archpriest of Vaurca&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The leader of the Ssup’vihtal, Ka’Akaix’Req K’lax is the figure that represents all Vaurca that possess Unathi souls. Having grown up on Moghes with the express purpose of leading its people, Req believes that it deeply understands what it means to be Unathi-souled. Req truly believes that The Prophet is a pivotal aspect to the destruction of the Lii’dra, with The Prophet being prophesied to “Light the Great Flame and Burn the Darkness Away.” It is believed that this means that The Prophet will utilize Sk’akh’s power to destroy the “darkness” of Black K’ois. Req takes its position as the Archpriest of Vaurca very seriously, and spends most of its time directly communicating with the other faithful. Req is known to be a shrewd Vaurca that often debates other adherents of Si’akh on their theology, believing that only through complete faith in The Prophet will the War on Lii’dra ever be won.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reavers of the Flame ===&lt;br /&gt;
The Reavers of the Flame were a fanatical militant holy order that Si’akh created in his early days as messiah. Members of the order were called Reavers, and they were charged with the protection of Si’akh and his followers. They were based in Wasteland forts and guarded pilgrims who traveled for miles to follow Si’akh. The Reavers were a well-known organization that was frequently hunted down by mercenaries and explorers hired by the Hegemony. They armed themselves with Contact War era weaponry and crude ballistic weapons to defend themselves. Reavers were required to burn off their horns, giving them a strange appearance compared to typical Unathi. Joining the Reavers was considered a fast-track to salvation.&lt;br /&gt;
&lt;br /&gt;
The now-defunct Order has largely been integrated into the Order of the Flame, the brainchild of the late Saint Lisek Zentra. Where the Reavers of the Flame were considered by many to be ruthless, honorless thugs that were unafraid to use ambushes and underhanded tactics to gain the upper hand, the Order of the Flame are held to a much higher and more honorable standard, as the Warrior is said to directly watch over their conflicts.&lt;br /&gt;
&lt;br /&gt;
=== Order of the Flame ===&lt;br /&gt;
The Order of the Flame is a military order formed from the ashes of the Reavers of the Flame. During her time with The Prophet, Saint Lisek Zentra proposed an organized militant force to combat the Maraziite Order. Although the Maraziites were disbanded by the Hegemony, the growth of Si’akh led to a need for greater organization, culminating in the formation of the Order out of former Reavers of the Flame. The Order is sworn to abide by the Warrior’s Code, to obey the commands of the Prophet Si’akh, and to defend the faithful from those who would seek to harm them. The Order is commanded from the First Church of the Flame by the High Paladin, who is answerable only to Si’akh himself. Regional chapters are overseen by Senior Paladins, who command their own force of warriors. Though the Si’akh faith itself is not outlawed in the Hegemony, the presence of an armed religious paramilitary violates several Hegemony laws, requiring members of the Order in Izweski territory to operate largely incognito unless they have some other profession which would permit them to carry weapons. In the Republic of Biesel, the Order is able to operate somewhat more openly - though it is considered a potentially dangerous group by Bieselite law enforcement, it has yet to be connected to any illegal activity.&lt;br /&gt;
&lt;br /&gt;
There are few qualifications required to join the Order - one must petition a Knight-Captain or higher, who may grant Knight-Hopeful status. Similar to the rank of the same name within the Kataphract Guild, a Knight-Hopeful serves as a junior member of the Order to demonstrate their commitment, honor, and skill. There is no set length for how long this period lasts - simply whenever the officer overseeing the Knight-Hopeful decides they are worthy of being named a full member of the Order.&lt;br /&gt;
&lt;br /&gt;
The Order’s largest base of membership is in the Wasteland of Moghes, where many have flocked to its banner - whether out of need, opportunism or genuine faith. Order patrols are common, particularly in the region around the First Church of the Flame, where they managed to drive out several raider clans seeking to target the amassed Si’akh faithful. Even to those Wastelanders who do not follow Si’akh, the Order is generally a welcome sight-  often offering their aid and protection to small and poorly defended Wasteland settlements. Most of the Order’s high-ranking members are former Reavers of the Flame, though since their official formation they have recruited former soldiers, mercenaries, and bandits who sought to find a new purpose in their lives. Offworld, the Order tends to act as more of a community defense organization for Si’akh followers, with members on Ouerea, Mictlan, and Biesel often patrolling Si’akh-majority areas - a practice which has led to accusations of vigilantism and gang activity from those outside the faith.&lt;br /&gt;
&lt;br /&gt;
==== Ranks of the Order ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Order of the Flame Hierarchy&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* High Paladin: The leader of the Order. The High Paladin is generally responsible for the well-being of all Si’akh believers, and the death of any follower caused by a heathen or heretic is considered a failing of the High Paladin.&lt;br /&gt;
* Senior Paladin: The leaders of the order. Generally, they will lead their own branches of the Order, and have close ties with the Church of Si’akh. A Senior Paladin is expected to have a strong relationship with the Archpriest that oversees the area that they operate in.&lt;br /&gt;
* Paladin: Low-level leaders of the order. Paladins are typically lifted from the upper ranks of Knighthood, and are taught to train other members of the Order. They are given important positions such as trainers, overseeing knight operations and may be given charge over Grand Priests, with the best given charge over Archpriests.&lt;br /&gt;
* Knight Captain: Senior Knights that have been given command over other Knights. They are expected to lead the Knights from the front.&lt;br /&gt;
* Senior Knight: Knights that have distinguished themselves in the Order. They hold no command over other Knights, and are generally given charge of a Priest.&lt;br /&gt;
* Knight: Rank-and-file members of the Order. These are the most numerous.&lt;br /&gt;
* Knight Hopeful: Outsiders that wish to join the Order are given the rank of Knight Hopeful. When a Squire is given Knighthood, they skip this rank, as it is exclusively used for adults that join, rather than children that are born into the Order.&lt;br /&gt;
* Squire: Sinta between the ages of six to sixteen are placed in the charge of a Knight and taught to become an honorable warrior of the Order.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Sin Counters ===&lt;br /&gt;
Unofficially considered to be Si’akh’s Order of the Fisher, the Sin Counters are a group of monks that travel the wasteland compiling a list of sins of each Unathi they meet. Clad in a basic leather tunics and bearing nothing but a scale and a leatherbound book, they strive to meet as many Unathi as they can to get their sins written into their books. They are generally charismatic, and will spend a day or two with each person, giving nothing but their complete undivided attention to them on the outside. On the inside, they are compiling a list of all sins that the person commits or admits to committing. This list is not used to belittle sinners, but is held until the sinner is ready to face their judgment before the Fisher. The Sin Counter who has compiled a list of their sins will take the sinner to a secluded area and blindfold them, before lighting a flame and allowing the sinner to speak and repent their sins before the Fisher. Once they have repented their sins themselves, the monk will bestow one of their past sins upon the reformed sinner, and cast the sinner’s page or pages into the flames.&lt;br /&gt;
&lt;br /&gt;
Sin Counters, as a Fisher institution, only allow fishers into their ranks. They will take this to the highest level by ritualistically burning their gender away in flames. While some believe that this act turns away the other two main aspects of Sk’akh, the Sin Counters believe that this act is not an act against the other two, but a show of utter devotion to the Fisher and balance. They believe that the black scales of the Fisher are the remains of charred sins that the Fisher has agreed to take upon Themself in order to balance the Material and Spirit worlds, and that only through the monks’ work do They offer true salvation and cleansing to the Material world.&lt;br /&gt;
&lt;br /&gt;
=== The Doomsayers ===&lt;br /&gt;
The Doomsayers are a radical splinter faith of Si’akh that believe that the only cure to the spiritual plight of the Unathi people is to free all spirits from their vessels using the cleansing flame of a nuclear explosion. While the term “Doomsayer” was originally an offensive epithet against them, those that believe in the re-nuking of Moghes have taken the title on as a unifying name and goal. The claim that the only true salvation comes in the fires of another nuclear war is unsupported and unfounded, with The Prophet stating that the Contact War was caused by the Fisher in an act of divine balancing, and that souls must now trickle into the Spirit world once being cleansed of their sins. The Prophet has stated that there is no easy or quick path to redemption, and that a second nuclear war would merely delay the cleansing of impure souls, as only pure souls were allowed to meet Sk’akh during the Contact War. Due to the fact that this sect fundamentally disagrees with the word of The Prophet, the Doomsayers typically count among them priests that disagree with The Prophet as well as priests that have abandoned their mission to bring redemption to others and seek their own death and embrace of Sk’akh. With the advent of the legitimization of Si’akh and the founding of the Church of Si’akh, a small number have fled to the Doomsayers’ side, citing that The Prophet has forgotten his practice of wandering without possession. The Prophet has dismissed these claims as the word of sinful priests that cannot be trusted.&lt;br /&gt;
&lt;br /&gt;
=== The Ssup’vihtal ===&lt;br /&gt;
The Ssup’vihtal are a group of queenless Vaurca that were originally from Vehdra’s brood. After spending time in the wastelands of Moghes, Ta’Akaix’Vihtal’akhen’flei heard rumors of The Prophet, a Flame Priest that wandered about and spread his religion with true fervor. Shortly afterwards, Vihtal received a vision from Sk’akh themselves, a portent of things to come: Juzida Si’akh - The Prophet she had heard of - would play a key role in the destruction of the Lii’dra. Bringing this information to Vehdra, Vihtal was turned away and told to disregard the musings of an old, mad Unathi. Vihtal would not, however, disregard the thought of The Prophet. Enacting a plan in secret, Vihtal created the first group of Ssup’vihtal, including both Ka’Akaix’Req and Za’Akaix’Aru, who were infused with the very first Unathi Souls using a technique that Sk’akh themselves had given to Vihtal. While Vehdra has not forgotten Vihtal’s request, she has not made a formal declaration condemning the Ssup’vihtal, despite most Vaurca considering the splinter group to be defective.&lt;br /&gt;
&lt;br /&gt;
Ta’Akaix’Vihtal’akhen’flei K’lax is the true leader of the Ssup’vihtal. Vihtal was contacted by Sk’akh and informed that Juzida Si’akh is pivotal against a New Coming of the Lii’dra. In secret, Vihtal imbues eggs given to her with Unathi souls from Sk’akh and teaches them of Si’akh before sending them to The Prophet. While initially a contentious subject, The Prophet embraced the Ssup’vihtal after he received a vision from Sk’akh that their souls were just as legitimate as any soul in a Unathi vessel. The knowledge that the Ssup’vihtal possess Unathi souls has led to their individual treatment being remarkably better than that of their kin elsewhere. Many Ssup’vihtal warriors have found their way into the Order of the Flame as knights, and many Ssup’vihtal workers have found their way into the Church of Si’akh, with Ka’Akaix’Req K’lax and Za’Akaix’Aru K’lax being the two most notable Ssup’vihtal.&lt;br /&gt;
&lt;br /&gt;
While the original Ssup’vihtal were all born from Vihtal, the Ssup’vihtal will accept any Vaurca that can prove that they, too, possess Unathi souls. Generally, only Vaurca that were born on Moghes are considered to have Unathi souls, as Moghes is a spiritual hotspot for Sk’akh activity. It is not unheard of for Unathi souls to find their way into Vaurca outside of Vihtal’s direct intervention, as the spiritual energy that pervades the planet allows Sk’akh to influence other broods as well.&lt;br /&gt;
&lt;br /&gt;
Ka’Akaix’Req K’lax is often considered the “leader” of the Ssup’vihtal. While Vihtal’akhen’flei is the true leader of the faction, she still operates in secret in order to continue to secure eggs from Vehdra. Req has claimed that it named the faction after Vihtal in honor of its upbringing, and has secured itself a position in the Church of Si’akh as an Archpriest, representing all Vaurca with Unathi souls. The oldest of the Ssup’vihtal, Req was created with the express goal of leading all subsequent Ssup’vihtal and is thus privy to all of the secrets that the faction may hold. Wise beyond its years, Req swiftly rose through the ranks of the Church of Si’akh and was appointed as Archpriest of Vaurca upon the legitimization of the church. It is a devout follower of The Prophet and has found itself a close confidant of both The Prophet as well as the First Speaker of the Flame, enacting their will upon the Ssup’vihtal.&lt;br /&gt;
&lt;br /&gt;
Za’Akaix’Aru K’lax is considered the “co-leader” or “secondary leader” of the Ssup’vihtal. A Senior Paladin in the Order of the Flame, Aru is a powerful warrior that holds a sway over all Vaurca of the Order of the Flame. While the Order of the Flame members hold loyalty to their commanding Paladin, all Vaurcan Knights hold Aru to be their true Paladin. Aru was born of the same clutch as Req and was given the duty to protect its sibling. Aru is considered a quintessential Paladin, and many Unathi knights will look up to it as a shining example of what any member of the Order should strive to be.&lt;br /&gt;
&lt;br /&gt;
The Ssup’vihtal are of two minds with regards to their souls. Some believe that the lone soul inhabiting their body is that of a Unathi soul, where some believe that their body is inhabited both by a Unathi soul as well as a Vaurcan soul. Generally, it is believed that Ssup’vihtal will have their souls recycled and placed back onto the Material Plane until they have received a blessing of freedom from The Prophet himself. The idea that a Ssup’vihtal is allowed to be reborn and retain their memories in future lives has led many Si’akh adherents to believe that the souls given to the Ssup’vihtal are some of the souls that Sk’akh believes should spend the most time on the Material Plane, be it because they need more help achieving enlightenment or because they are destined to help others. Those with two souls often believe that the Vaurcan soul is meant to assist the Unathi soul in achieving enlightenment to the best of its abilities, with the Vaurcan soul returning to VR after its death. If the Unathi soul is reborn into another two-soul, it will often be given a different Vaurcan partner soul to give it another perspective.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Si’akh disagrees with the Hegemony on the fundamental level. Si’akh believes that nobility is inherently sinful and wealth inevitably begets greed. The value of a soul is not determined by any factor of the material world, but the strength and purity of one’s spirit. A frequent rallying cry of the Si’akh faithful is “no lords but the Great Spirit”, a rejection of the feudal system which has governed Moghes for centuries. To many of the nobility, Si’akh is a dangerous and radical cult which threatens to overturn the order of society, and many will seek to drive his preachers out of their lands where they are found. In spite of this, however, some among the nobility, particularly in the Wasteland-bordering Zazalai Mountains, have converted to Si’akh, citing the devastation of their homes as proof of their sinful lives. These nobles tend to still hold their titles, but many abandon the luxuries of their position, choosing to dress humbly and give a vast majority of their wealth to the Church or those less fortunate than themselves.&lt;br /&gt;
&lt;br /&gt;
The Hegemony has little love lost for Si’akh, but has yet to take open action against the Prophet and his faithful, despite demands from the more zealous Sk’akh nobility. With the establishment of the First Church of the Flame acting as a major target for those who oppose Si’akh, it remains to be seen if this uneasy peace will last. Si’akh is notably on decent terms with Queen Lazak Szek’Hakh, who has often allowed him to pass through her lands - though the establishment of the First Church of the Flame near the borders of her realm has reportedly strained this relationship, with many of her fellow nobles demanding that she do something about these radical heretics, despite her lack of forces with which to do so.&lt;br /&gt;
&lt;br /&gt;
=== Si’akh and Aliens ===&lt;br /&gt;
Si’akh is largely focused on the souls of Unathi, believing them to be uniquely damned for their wickedness. It holds to the orthodox Sk’akh view of aliens possessing their own spirits and beliefs, though as the religion has come into more contact with non-Unathi this belief has metamorphosed. Though he solely preaches to Unathi, the sins that damned Moghes are not believed to be unique to Unathi, and Si’akh often calls upon those few aliens who listen to abandon their wicked ways, before the doom that claimed Moghes is visited on their kind as well. In a few of his recent sermons, he has pointed to the Solarian Civil War as an example of unchecked sin, claiming that the various warlords were consumed by their own hunger for wealth and power and encouraging humanity to reject such sinful desires.&lt;br /&gt;
&lt;br /&gt;
The Prophet has noted that Dionae, through their possession of memories and blood of Sinta, are remarkably understanding of the plight of his people. The bonding of Sinta and Diona to replace one’s limb or organ is often considered an expansion of one’s natural soul, as it is one’s own blood that flows through the Diona. The ability to consume radiation has pushed some Fire Priests on Moghes to pursue the utilization of Dionae as a way to augment their faith, believing that by “ingesting” the remnant energy of the Contact War, they are empowering their own blood with the essence of Sk’akh.&lt;br /&gt;
&lt;br /&gt;
Si’akh has yet to release any official stance on synthetics, though the vast majority of the faithful would hold the orthodox Sk’akh position that they are devoid of souls and not considered living beings. Given the rarity of synthetics in the Hegemony, this is far from a pressing matter for the Prophet or his faithful.&lt;br /&gt;
&lt;br /&gt;
Si’akh has no official stance on Tajara nor Skrell outside of a blanket statement that “All aliens who are willing to stand by the faithful are welcome in our Church.”&lt;br /&gt;
&lt;br /&gt;
== Sacred Sites/Notable Locations ==&lt;br /&gt;
In 2466, a number of official locations were set up across the Spur. While these locations are relatively new, they hold a great significance to the religion, thus they are each notable for their own reasons.&lt;br /&gt;
&lt;br /&gt;
=== The First Scept of Flame ===&lt;br /&gt;
Founded in 2466, the First Scept of Flame resides just outside of the Queendom of Szek-Hakh, and serves as the central headquarters of the Church of Si’akh. Constructed in the ruins of a former Merchants’ Guild shipping center, the First Scept of the Flame has rapidly been fortified by a small army of the faithful into a walled settlement home to thousands of Unathi. Since its establishment, the Prophet Si’akh has dwelled there, alongside most of the Church’s leadership - coordinating the spread of his message to anywhere that lost Unathi souls might be found. The large presence of the Order of the Flame, and its proximity to the Queendom of Szek-Hakh’s borders, has reportedly been a great cause of concern to the aging Queen Lazak Szek-Hakh - who now faces both pressure from the other nobles of the Hegemony, and from the army camped on her doorstep. Though several calls for action against the First Scept have been made, the Hegemony has so far done little about its presence.&lt;br /&gt;
&lt;br /&gt;
=== The Conflagrational Scept of Ouerea ===&lt;br /&gt;
Located in the city of Um’a’yid, the Conflagrational Scept of Ouerea is the center of the Si’akh faith in the Hegemony’s oldest colony. When Judiza Si’akh arrived on Ouerea in 2466, his shuttle landed at Um’a’yid Spaceport, and the city became the first place that his faithful scouted for a church location. Si’akh followers from across Ouerea flocked to Um’a’yid, with many of them contributing financially to the purchase of the Scept’s location. Though other Si’akh scepts have been established in other cities since 2466, the Conflagrational Scept of Ouerea remains the heart of the faith on Ouerea. &lt;br /&gt;
&lt;br /&gt;
=== The Conflagrational Scept of Valkyrie ===&lt;br /&gt;
Located in the Valkyrie Exchange Terminal, the Conflagrational Scept of Valkyrie is the largest Si’akh scept outside of Moghes, claiming to represent the Si’akh faithful of Tau Ceti and the wider Republic of Biesel. Since its formal establishment, the Bieselite faithful have increasingly moved to Valkyrie in the area around the Scept, with the local chapter of the Order of the Flame forming several community policing initiatives to ensure the protection of the faithful from local criminal organizations. This has led to conflict with several Valkyrian gangs, though so far clashes between Order members and local criminals have remained fairly small-scale.&lt;br /&gt;
&lt;br /&gt;
=== The Conflagrational Scept of Mictlan ===&lt;br /&gt;
Located in the Free City of Vezdukh, the Conflagrational Scept of Mictlan has grown rapidly since its opening in 2466, with many of the planet’s Unathi population finding sense in the Prophet’s message after the bitter armed conflict which gripped their new home. The Lord Mayor has a low opinion of the Scept, referring to the local Si’akh presence as &#039;&#039;rabble-rousing fanatics&#039;&#039; on one occasion - though so far, he has continued to permit the local Flame Priests to preach their Prophet’s message. Si’akh remains a minority in Vezdukh, outnumbered by both Th’akh and Sk’akh faithful - but the Prophet’s words are rapidly gaining popularity, particularly among those who remember the horrors of the Contact War&lt;br /&gt;
&lt;br /&gt;
== Religious Holidays ==&lt;br /&gt;
While some holidays do not have a religious bearing, most festivals pertaining to the spirits or some variant are shared by most religions, merely celebrated in different and conflicting ways.&lt;br /&gt;
&lt;br /&gt;
=== Keeping of Memories ===&lt;br /&gt;
The Keeping of Memories is a holiday that marks the true beginning of Travakh, the Season of Ancestors, though for the Intergalactic Standard, it is traditionally observed on December 7th. A basic festivity in premise, the Keeping of Memories festival is one for Unathi to celebrate their ancestors and the realm that houses them: the spirit world. Though it has been a recorded celebration for centuries, the exact origins of the event have been lost to the contact war, with only fables and stories from each religion giving guesswork as to where it originated.&lt;br /&gt;
&lt;br /&gt;
Traditionally, the day is full of close-knit celebrations to citywide parades, and a majority of Unathi remain unproductive from sunrise to sunset. Feasts are common during this day as one larger meal is prepared in the morning to be enjoyed, allowing the rest of daylight hours to be devoted towards other activities. When food is prepared, portions of it are reserved in remembrance for ancestors who have recently passed, while some food is saved for revered ancestors of note, like clan heroes, renowned warriors, and powerful healers. Food is served to empty seats as Unathi believe the spirits of those lost sit with them on this spiritually-charged occasion.&lt;br /&gt;
&lt;br /&gt;
In preparation for the day, Unathi will often decorate their bodies with paint, though with what often depends on the religion. Th’akh (and, by extension, Aut’akh) often choose symbols or names of those in their clan that no longer walk the lands they do. Children usually receive paintings of fables and stories of old that represent virtues they aspire for. Sk’akh and Si’akh are more uniform; emblematic and larger symbols are drawn along the back, chest, or most of their body. These can represent aspects of the Great Spirit, common prayers, or blessings, all things the receiving Unathi hope to gain by showing favor with Sk’akh. Si’akh recently will specifically show somewhat violent depictions of how they view reincarnation and often go for flames as body paintings.&lt;br /&gt;
&lt;br /&gt;
Celebrations themselves can vary widely from city to city, clan to clan. Parades themselves often include lively music as a centerpiece, with dancing and song from attendees being commonplace. Unathi tend to do this with other observed holidays outside of Hegemony space, which leads to weird looks and strange gazes from other species. Customs of a clan regarding the Keeping of Memories rarely change, though, and it is a chance for the clan elders to remind and teach the young of their own clan’s history and the significance of their traditions.&lt;br /&gt;
&lt;br /&gt;
The holy men of the day remain extraordinarily busy, as one can imagine. Th’akh shamans often anoint clan elders with a blessing of spiritual power so that, in their stead, these Unathi may perform ceremonies and even reach out to the spirit world. Keeping of Memories celebrations lead to the spirit world’s boundaries weakening, Unathi say, and so reaching out to specific ancestors becomes easier to do, with the right offerings and preparation. However, Sk’akh priests do not believe the power they wield can be ‘lent’ as Th’akh does. As a result, these priests are needed in the flesh to perform ceremonies, and to prevent being overworked, a handsome tithe from the entire clan is required to be given to the Sk’akh Church.&lt;br /&gt;
&lt;br /&gt;
Despite this, all Unathi share one concrete aspect of the holiday: the retelling of stories. Whether Sk’akh parables, notable memories of ancestors, or ancient fables of healer-shamans and warrior-heroes, Unathi take the occasion to tell stories with one another. It is appropriate for Unathi to share these stories with those they know and people they have never met, for a person never truly dies if their memories live on.&lt;br /&gt;
&lt;br /&gt;
=== Final Judgement ===&lt;br /&gt;
In a sort of twisted means of reverence, those that follow Si’akh make a grand display and festival of the day the first atomic weapons were used in the Contact War. On September 5th of each year, Si’akh’s followers make a grand display of thanking Sk’akh for the war. Those outside of the faith will view it as a disturbing celebration of one of the worst modern catastrophes in Unathi history; those of Si’akh’s devout know it is celebrating the Unathi that were deemed worthy by Sk’akh and went to join them in eternal paradise. Originally intended to be a day of religious importance on Moghes and in the Wasteland, people who cannot make the pilgrimage to the Wasteland can do it wherever they are. These practices were gleaned from Si’akh’s routine and instructions to his first followers on this day.&lt;br /&gt;
&lt;br /&gt;
The start of the day is a rigorous one. When celebrating the holiday, someone must be awake before the sun rises— this is being mentally awake, too, so typically, this is very early in the morning, even by autumn standards. The day begins with a rigorous prayer to Sk’akh and an admission of guilt and sin. Verbal recognition is made that the worshiper is unworthy of Sk’akh’s generous gifts and even the fraction of a chance to be redeemed offered by Si’akh. After completing this and whatever other rituals and prayers a devotee personalizes, they gather their daily things: a bag of jerky and two gallons of water. The day and subsequent week is one of fasting, without even water barring specific times every other day. Even then, Si’akh’s followers are permitted only two gallons of water for the week, regardless of individual need. The jerky and the water at the end of the week are burned and dumped, respectively, were one successful in not consuming them.&lt;br /&gt;
&lt;br /&gt;
Typically, followers meet up with others for celebration. At this &amp;quot;celebration,&amp;quot; there is no food, no drink, no usual luxuries found at other parties, and this meeting resembles more of a Sk’akh day of summons than anything else. However, even by any religion’s standards, this mass is remarkably grim. The firebrand sermon is given, though only after being precluded by a romanticization of the events of the Contact War. A sense of longing is made clear by the priest and those listening to them; particularly dark speeches will openly pine for the death so many were granted when faced with atomic annihilation.&lt;br /&gt;
&lt;br /&gt;
When the sermon is over, things begin to liven up marginally. There are performances of &amp;quot;flaming foxtrots,&amp;quot; elaborate dances between two fighters with their weapons ignited. They can be Reavers of the Flame or other warriors, but Reavers are accustomed to this method of fighting. They do this in the Wasteland by drenching their blades in oil, then getting friction with the hot sand with a couple of stabbing motions into the gravel to ignite it. Nonetheless, the displays are brilliant and terrifying, with some of them ending in light to moderate burns for either performer. Such simple displays of energy and passion for the religion are seen not as luxuries, but as proof of one’s vigor, belief, and hope in purifying the Sinta species. Other exchanges are made between casual attendees, whether confessions to those close to them or encouraging each other to continue down the path Si’akh has trotted before them.&lt;br /&gt;
&lt;br /&gt;
The Fire Priests are stolen away for much of the event to attend to the individual confessions and help encourage people down the path of salvation. Should someone’s sins in a confession prove to be great, the Fire Priests will begin a ritual: the Purifying Immolation. The specifics of the event are shrouded in mystery due to all Si’akh followers being sworn to secrecy about it. Despite this, rumors have begun to circulate that include scarification or mutilation of some kind, or even flogging. None of this has been proven true by any authority due to the niche cult’s insular behaviors outside of proselytizing.&lt;br /&gt;
&lt;br /&gt;
At the day’s end, the ritual of sunset looks similar to the one performed at sunrise, with one major detail: the end is a question of asking for Sk’akh’s forgiveness, so one may join them in the Beastlands after the ordeal is done. Some have said they received prophetic dreams the night of from Sk’akh’s xzarak and have been redeemed. However, the only true way of knowing will be in death.&lt;br /&gt;
&lt;br /&gt;
=== Saints Day ===&lt;br /&gt;
The newest recognized holiday of Si’akh is Saints Day, celebrated on January 13th. A somber day, this holiday is observed in remembrance of Saints Illkari Csorik and Lisek Zentra being sent to Dominia. The day is spent attempting to understand what it means to become one with Sk’akh and named a devout follower for one’s life on the Material Plane. The first two hours of one’s day is expected to be spent in complete silence, to understand what it means to no longer have a living form to communicate with others around oneself.&lt;br /&gt;
&lt;br /&gt;
A ceremony is held at the end of the day, with all Si’akh being expected to attend their closest place of worship and burning an effigy of Dominia, most likely including either the official flag of Dominia, a house flag or an icon resembling such. Adherents are expected to observe in silence the burning of the effigy, and as the flames burn to ash, all in attendance are expected to place blindfolds over their eyes to symbolize the departure from the Material Plane. After a meditation session during the blindfolded period, adherents remove their blindfolds and are “reborn” into the World, ready to further cleanse the sins of themselves and others. Saints Day is generally recognized as a “yearly reset” of sorts, with all sins washing off oneself as they are reborn into the Material Plane.&lt;br /&gt;
&lt;br /&gt;
Fire Priests are expected to look over all adherents during the observation of Saints Day. They are not required to blindfold themselves, as they are expected to guide their followers through the ceremony, keeping a watchful eye for those who attempt to peek - something seen frequently in less learned hatchlings. Those that peek out of their blindfolds are often lectured on the fact that Saints Csorik and Zentra were unable to peek from their blindfolds as they were executed by not only humans, but corrupted Sinta of The Empire.&lt;br /&gt;
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[[Category:Unathi]]&lt;br /&gt;
[[Category:Mythology]]&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category: Pages]]&lt;br /&gt;
[[Category: Religions]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=38612</id>
		<title>Aut&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=38612"/>
		<updated>2026-02-23T23:12:14Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&amp;quot;Behold, the kings of this world.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Look upon the glory of their works; a graveyard called empire.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Emzal Paossini, founder of the Aut&#039;akh faith&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh are a decentralized, leaderless religious movement and society. Formed by a group of scientists and engineers on [[Ouerea]] after the [[Contact War]], they took the Th&#039;akh faith to extremes through ritualistic augmentation in the pursuit of self-actualization. After revealing themselves to the Spur, these transhumanists seek to carve out a small space for themselves wherever they can seek refuge. Many disabled and elderly form these religious communes that seize and control their own spiritual destiny, and others who feel displaced by society such as Guwan.&lt;br /&gt;
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However, this cultish movement does not go unanswered: the Sk&#039;akh faith publicly ridicules these tech worshipers, calling them &amp;quot;soul mutilators&amp;quot; and &amp;quot;a disgrace to sinta&amp;quot; while most if not all Th&#039;akh shamans adamantly denounce the religion as honorless Guwan. Their anarchist philosophy has made enemies of both the [[Izweski Hegemony]] and the megacorporations, and they are often viewed as seditious troublemakers by both. Finally, each commune faces unique challenges in trying to fulfill their own lifestyles and adapt to different climates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Due to their anti-capitalist politics, Aut&#039;akh are barred from command roles aboard the SCCV Horizon.&#039;&#039;&#039;&lt;br /&gt;
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==Doctrines and Worship==&lt;br /&gt;
Though largely in line with [[Th&#039;akh]] belief, Aut&#039;akh embrace a brand of new-age mysticism - combining scraps of knowledge about the ancient Sinta&#039;Mador with new, progressive technology to create a hybrid philosophy, reinforcing their burning drive to adapt with any circumstance while holding as true as possible to their ideals and the mystic arts. The Mador are an ancient culture which dwelled near the northern pole of Moghes, which was rediscovered by archaeologists shortly prior to first contact. To many Aut&#039;akh, the Mador are more of a symbol than anything else, with very few knowing more than half-recalled myths about the mysterious peoples of ancient Moghes.&lt;br /&gt;
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The Aut&#039;akh believe that spirits inhabit all things and can reincarnate in various ways, much like the Th&#039;akh religion they are based on. They also believe in the common ideals of spirits (usually evil and good, or some hybrid of multiple) and the differing Zyola pantheons. However, they also believe the weakness of the flesh also hampers the soul, and thus evil spirits can manipulate people&#039;s minds and souls to do evil acts through the flesh. These zo&#039;zyola are given power within a being when the person succumbs to greed, anger, or other emotional vices. Aut&#039;akh preach that the Contact War was the result of Sinta being so consumed by the demons within them that they brought the world to ruin. Unlike Si&#039;akh, the Aut&#039;akh believe power is the source of evil within the world, not ourselves, and that all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits.&lt;br /&gt;
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=== Doctrines ===&lt;br /&gt;
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As with other Unathi religions, the foundation for Aut&#039;akh belief is that the body is only a vessel for the soul. However, where they differ is that the Aut&#039;akh believe— while the flesh is animated by a soul, it is not strong enough for a soul to exert complete control over it. All spirits become stronger when their bodies pass. To combat this weakness, Aut&#039;akh believe that proper augmentation not only appeases the soul, but allows more strength of willpower and resolve. Magic is a force that strong souls can use to turn opinions or even force events to give an outcome in their favor through Mador.&lt;br /&gt;
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For robotics, the Aut&#039;akh doctrine takes a hard turn away from orthodox Unathi beliefs. It holds the spirit is happier within a stronger vessel in which it has more control. They also believe that without their original body, they can more easily resist temptations of the flesh.&lt;br /&gt;
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Shamans tend to frown on those who refuse augmentation or prosthetic limb, seeing it as embracing weakness, temptation, and vice. Burial rites involve a funeral, during which friends and loved ones offer stories of good times with the departed to help the soul retain its form and ward off evil spirits. Afterwards, a body is stripped for useful parts, though this is frowned upon by more conservative Aut&#039;akh.&lt;br /&gt;
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Aut&#039;akh say the spirit must be kept pure to ensure virtue is maintained and the soul within is kept happy and pure. They claim the body is tainted and imperfect as it is easily maimed or given in to temptations of the flesh. As a result, all Aut&#039;akh strive to augment and enhance their bodies with technology, which they say is the perfect vessel for the spirit within. A Unathi who augments their body only strengthens the bond between their body, mind, and spirit.&lt;br /&gt;
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Unlike other religions, Aut&#039;akh believe souls do not have the same limitations and labels Unathi do. As a result, it is not uncommon for Aut&#039;akh to identify with gender similar to how humans and Skrell do. Similar to the other major religions, however, this means that a female soul can be born into a male body and vice versa. Aut&#039;akh bodies tend to be so augmented that it&#039;s almost impossible to visually distinguish the gender of an Aut&#039;akh anyway. Despite these views, stubborn Unathi conservatism lingers in that Aut&#039;akh still face patronizing behavior from their peers should they try to break conformity.&lt;br /&gt;
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Non-traditional relationships are largely irrelevant to the Aut&#039;akh because the clan-less and leaderless communes prevent anyone to hold real power, and a dutiful and honorable relationship is simply one that both people agree on and stick to. There are still mechanisms for marriage, with two or more engaged members ceremoniously gathering the commune for a day of festivities. In a rebuke to feudal customs, there are no laws mandating that the parents must be asked permission before courting their child, but some few still continue this practice.&lt;br /&gt;
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=== Lifestyle ===&lt;br /&gt;
The Aut&#039;akh religion has aspects that deter from more conventional and traditional faiths. The faith, due to its polarizing and radical nature, doubles as a form of lifestyle for everyone who truly prescribes to its philosophies.&lt;br /&gt;
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Each group of Aut&#039;akh, formally referred to as communes, are clan-less and leaderless societies that seek to avoid putting power into any one individual. Responsibilities that require consolidated power are never solely on one person; any specific role has a rotation of people from the commune that pass off responsibilities after a certain period of time. Such roles might be managing and keeping track of credit stores, managing community projects, or even jobs that lack any true form of power over others but need to be done regardless, such as delivering and sending mail. Aut&#039;akh shamans are the only considerable people of power, and are usually go-to figures when a commune needs representation in a matter. However, many Aut&#039;akh are divided on whether or not these shamans are truly necessary outlets of the faith.&lt;br /&gt;
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Besides such roles, each person leads a simpler life in the commune, where everyone is technically responsible only for themselves. Communes often have a very tight sense of community in a way that resembles how clans operated before. Trading is normalcy for each commune as most people do not have the skills or time to perform each task they need done themselves. These trades usually come down to routine due to familiar interactions with a small populace. While credits are still held by the commune as a whole for purchasing power with the outside world, material wealth is something that is sometimes avoided; most wealth goes towards attempting enlightenment via augmentation.&lt;br /&gt;
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Usually, most prosthetics are made painstakingly slow from scrap and various items that other people throw out. Due to the lack of resources each commune utilizes, a given commune usually waits for the Factory to ship out requested replacements and simply &amp;quot;fit&amp;quot; them to Aut&#039;akh in the commune; however, due to struggles in communication in tandem with other problems, Aut&#039;akh must each wait in turn to receive new biotech.&lt;br /&gt;
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Finally, Aut&#039;akh that seek to liberate themselves from the bounds of society often experiment and partake in unorthodox practices for unathi, only solidifying these groups as cults. Forgoing labels is rather common, yet it goes far into extremes such as non-monogamous relationships and even nudity within the commune, though many &amp;quot;traditional&amp;quot; Aut&#039;akh frown upon these considerably more radical practices.&lt;br /&gt;
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=== Becoming an Aut&#039;akh ===&lt;br /&gt;
Connecting with your spirit requires true emulation of a spirit&#039;s nature. In addition to living a life devoid of authority wherever possible, commune denizens put great effort into art or shows of self-expression. The truest form of self-expression, however, is connected to an Aut&#039;akh&#039;s choice of limbs, augments, and similar. Much like how people commission artists for paintings, Aut&#039;akh request prosthetics from a capable roboticist in the commune. Such figures that are able to make prosthetics are sometimes the shamans themselves; however, most communes cannot cheaply produce the main body of an augment or member, and thus requests are sent out to other communes, namely the Factory.&lt;br /&gt;
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The process of creating or fitting a limb for an Aut&#039;akh is involved and painstakingly done, as there can be no room for error. The flesh can be flawed, inert, or disabled; prosthetics should only ever be an improvement, not a downgrade, as a house for the spirit. However, the spirits have petty squabbles and disagree upon a myriad of issues, and similarly, different communes have grown apart on how perfection in mechanical limbs is displayed, with even some more minor disagreements within the same commune. An Aut&#039;akh&#039;s first responsibility, however, is making sure that new tech is made to their own liking, and nobody else&#039;s.&lt;br /&gt;
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The most popular tech among Aut&#039;akh is the soul anchor due to its reputation to cause &amp;quot;baffles.&amp;quot; &amp;quot;Baffles&amp;quot; are moments where unexplained figures from the individuals memory randomly appear. Many who experience these often describe seeing themselves in a different way, in a different life: past, present, or future. &amp;quot;Baffles&amp;quot; are said to be moments where someone should self-reflect and attempt to commune with their spirit.&lt;br /&gt;
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=== Challenges of the Commune ===&lt;br /&gt;
Due to striving towards being a self-sufficient society, communes encourage and promote useful hobbies like aquaculture, sewing, and artisan crafts. These communities, regardless of how many people being productive, often still lack certain necessities or goods. Communes often face difficulties such as shortages of food, lacking proper medicine, hygienic supplies, and construction materials. While some communes rectify this with shared stores of credits to purchase these materials, many unathi die due to illnesses that could be easily avoided elsewhere. NanoTrasen and other mega corporations have taken great advantage of the need of these communities, often enticing pay not in credits, but discounted supplies to provide for a commune. This is a helpful pursuit for any in the commune, especially for roboticists, but this can often strip a commune of an important figure.&lt;br /&gt;
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Rarely do non-Aut&#039;akh know any concrete information about these communes; as a result, lies and rumors are spread about Aut&#039;akh, and while helpful for keeping these communities hidden, this only demonizes and alienates Aut&#039;akh further. &amp;quot;Aut&#039;akh,&amp;quot; due to the radical religion itself, has become a catch-all derogatory term for troublemakers, dishonorable sinta, and even just those simply with augments or limb replacements. Extreme rebuke isn&#039;t uncommon on Moghes, but due to the mixed environment and gradual change on Ouerea, the movement is scorned less actively. Aut&#039;akh still draw gaze and suspicion heavily on this sister planet, though. The Aut&#039;akh Valley and the Underbelly communes often find raids done by more zealous worshipers of other religions that try to hamper their efforts. Though they try their best to defend themselves and protect the community, most warriors deter from actually killing, especially on Moghes; one wrong move from these societies can lead to a raid, an angry mob, or worse. This results in attacks on buildings, stores of food, and communication relays.&lt;br /&gt;
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Even within communes, discrimination runs rampant. Though shedding formal titles, affiliations, and other aspects of their old selves, unathi still end up facing discrimination they tried to avoid in their past life from more &amp;quot;traditional&amp;quot; Aut&#039;akh. This group, usually comprised of elders or former warriors, still hold onto some of their old values partially if not entirely, and thus a fight is as internal for this religion as it is external.&lt;br /&gt;
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==== Commune Shamans ====&lt;br /&gt;
The various shamans of each commune are either one of the original Aut&#039;akh, or one of the first roboticists and biomechanical engineers to join this secretive religion. Each shaman, often known as paradigms or &#039;&#039;vikneza&#039;&#039; in Sinta&#039;Unathi, usually can agree on the core tenets of the Aut&#039;akh faith. These shamans do their best to not command actual power within a given commune, but merely offer &amp;quot;humble guidance&amp;quot; that suggests a course of action they think reasonable.&lt;br /&gt;
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Much like the decentralized Th&#039;akh faith, Aut&#039;akh shamans generally differ on views regarding different matters. The shamans of Moghes may think it fine for unathi to keep credits for personal pursuits, while those of the Factory may be inspired by local dregs, seeing anyone that is &amp;quot;riccy&amp;quot; as being corrupted by evil spirits. These shamans also have varying views on rituals, communing with your inner spirit, and vary in extremity on how to protest governments and mega corporations.&lt;br /&gt;
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==== Community Consensus ====&lt;br /&gt;
Typically if an individual commune is going to perform a large action that affects the commune, the community comes together for a vote called &#039;&#039;&#039;Consensus&#039;&#039;&#039;. The most common Consensus is whether or not to risk a public march or strike for augmented unathi to be respected in society. Some vocal minorities in the communes advocate for cutting off the hands of other unathi and see if they&#039;d listen to their cries then - however, they are often berated by the elders.&lt;br /&gt;
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&#039;&#039;&#039;Consensus is not needed for every single decision that an individual or group might make&#039;&#039;&#039;, but on matters that affect an entire commune. Individuals know their job and how to do it without needing to call for an entire consensus. Consensus is for major projects, such as development for a new community building, an activity that can affect the fate of the commune, or if a commune is low on credits.&lt;br /&gt;
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=== Aut&#039;akh Rituals ===&lt;br /&gt;
Aut&#039;akh find that, through trial and error, different things appease and displease the spirits they come into contact with during day to day life. As most spirits are free and chaotic in nature, Aut&#039;akh emulate this and are hardly slaves to routine, unlike their Th&#039;akh worshiping cousins. However, what unique routines they do keep are very important to them.&lt;br /&gt;
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==== Cleaning ====&lt;br /&gt;
Cleaning and maintaining prosthetics is arguably the most important thing for every Aut&#039;akh. As augmentation is committed to a unathi to appease the spirit inside of oneself, it is important to make sure they are kept clean and shiny. Aut&#039;akh develop their own ritualistic activities for before, during, or after one of these maintaining events. Aut&#039;akh usually have unique rituals that are either passed down from parents, or developed over time for themselves. &#039;&#039;&#039;However, even though all Aut&#039;akh have prosthetics, most still lack the advanced knowledge to fix them.&#039;&#039;&#039; The few dedicated artisans who help fix cybernetics are busy and rarely have time to teach the commune much of their trade. As a result, most Aut&#039;akh aren&#039;t versed in fixing their prosthetics outside of minor dents and damage. It is the important role of the shaman to be the one to repair and fix these technological members in a way that will appease the spirit housing these mechanical augments.&lt;br /&gt;
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==== Communing with Your Spirit ====&lt;br /&gt;
Unlike Th&#039;akh, most Aut&#039;akh believe that, since the flesh and blood are imperfect, there is a disconnect between what the mind wants and what the spirit wants. All Aut&#039;akh, in their striving to attain enlightenment, attempt to commune with their inner spirit whenever an important decision needs to be made. Whether a new augmentation, finding a partner, or something as major as leaving the commune for any reason, Aut&#039;akh attempt to commune with their spirit as best as they can. These events are rather varied; they can usually include traditional methods such as meditation, but also have the potential to carry into extremes, like overindulgence (giving into desire, as what the spirits often do) or keeping away from the outside world for several days.&lt;br /&gt;
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==== Ritual of Shards ====&lt;br /&gt;
While the commune embraces anyone that accepts their teachings, the reality of resource management means that they cannot provide the augmentation that all its members strive for. Priority is given to Unathi that are maimed or otherwise physically handicapped, an the steady stream of Wastelanders means that the waiting list is very long for healthy initiates. However, a fully healthy Unathi of at least 14 years old can ask any shaman to initiate the ritual. What it is varies by the shaman, but the requirement is always the same: it is difficult, dangerous, and typically selfless. Most early initiates were sent hiking the frigid cold in basic gear to deliver food to a reclusive shaman in the more extreme north. In modern times they are typical quests, large or small in importance, that would try the abilities of any Unathi. If the initiate survives, they are given their first prosthetic.&lt;br /&gt;
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==== Ritual of Rebirth ====&lt;br /&gt;
This is the process a Unathi undergoes after receiving a certain amount of augmentation. Individuals who have already experienced great pain in their life, such as being maimed or disabled, may be allowed to more quickly receive their Ritual of Rebirth due to getting attaining many prosthetics.&lt;br /&gt;
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Unathi who are undergoing this process will be put into a Sk’au in a ritual chamber to begin the process. The individual is kept unconscious within the Sk’au as appropriate runes and magic symbols of Mador are placed along it. These runes usually carry some significance to the person undergoing this ritual; people of importance to this lucky individual are permitted and encouraged to watch. An Aut&#039;akh shaman, completely covered in energy harnessing runes, will assist in powering the Sk’au during the process to aid and guide the process of clearing the soul. It is claimed by many that, during such a period of unconsciousness, Unathi undergoing the Ritual of Rebirth are visited by Sinta that have passed, they currently know, or even individuals they haven&#039;t met yet.&lt;br /&gt;
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The original Sk’au were known as Sepulchers by the Mador, but this term has been replaced with Sk’au Sarcophagi, or just simply Sk’au. These strange structures of stone and bronze were used as burial chambers by the Mador, and in the final days of their civilization many were believed to have entered their Sk&#039;au to await the end. Modern Sk’au bear little resemblance to these ancient crypts, resembling cryotubes made of metal and glass. When filled with cryoxadone and aided with &#039;Mador magic&#039;, it allows anyone inside the Sk&#039;au to be put into a comatose state as their soul is cleansed.&lt;br /&gt;
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=== The Old Mador ===&lt;br /&gt;
Sinta’Mador (or just Mador) are an extinct group of Unathi who lived in the north polar region of Moghes until around three thousand years ago. Before their extinction, they were technologically advanced for the time with an understanding of masonry, steelworking and primitive engineering - having used volcanic hot springs to heat their cities. What surviving cultural and religious elements about them has been re-appropriated by the Aut’akh.&lt;br /&gt;
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==== The Fall of the Sinta&#039;Mador ====&lt;br /&gt;
The nature of the Mador is largely unknown. Modern scholars debate if they were another species entirely, or simply a culturally isolated group of Unathi. Ancient poetry from the [[Tza Prairie]] makes mention of wars with an unknown northern power described as &amp;quot;corpse-scaled devils&amp;quot; and &amp;quot;the hatchlings of Travakh, who sing as they kill.&amp;quot; Whether this refers to the Mador remains unclear. Archaeological studies of the Mador remain limited, with few intact ruins having been found. Emzal Paossini was one of the leading experts on the Mador before they moved to Ouerea, and many rites and rituals practiced by these enigmatic ancients would be reappropriated as part of the Aut&#039;akh faith.&lt;br /&gt;
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What caused the fall of the Sinta&#039;Mador is unknown. Many Aut&#039;akh believe that, limited as they were by their primitive technology, evil spirits set into their society, leading them to chaos and ruin. The stance among Unathi archaeologists is largely that a period of global cooling isolated the Mador, preventing them from roaming beyond the confines of their heated vault-cities, until they slowly ran out of food. Much of their culture and society is shrouded in mystery, with many Aut&#039;akh treating them as a race of enlightened ancients, who understood the true nature of the world - a belief with little grounding in fact.&lt;br /&gt;
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==== Mador Runes ====&lt;br /&gt;
Runes and rituals are a large part of Aut’akh culture, with the origins of their runes coming from the ancient runic language uncovered in the Temple of the Mador that is now the homeland of the Polar Commune. The Aut’akh believe these runes have intrinsic, ancient power in them. When assembled properly, these runes are capable of amplifying or channeling the power of an individual’s soul into whatever they are crafted on. It is believed these runes can allow inanimate objects to house a soul; this is where their heavy belief in the perfection of augments and prosthetics comes from. This also lends credence among Aut’akh that synthetics are capable of housing a soul too, should they be imbibed with similar magic, as reincarnation is a common belief among them.&lt;br /&gt;
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There are 28 letters in the traditional Mador runic alphabet, and the Aut’akh have through intensive study, divination and invention expanded the alphabet to 33.&lt;br /&gt;
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The lack of extensive evidence on per-historical use of the runes has not stopped modern Aut’akh from claiming entire systems of divination from what few examples are available in the Mador ruin, based on the reconstructed names of the runes and additional outside influence. The runic language has also been translated into a coding language, which is what they use to wire their prosthetics. This has the added benefit of keeping a large sum of communications and coding tactics within the commune difficult to replicate by outsiders, and renders most of their technology and augments incompatible with the technology of the other factions.&lt;br /&gt;
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Artifacts or modern devices that Aut’akh want to imbue with magical power are labelled with words of power. A mech would have words of power scrawled on it in important locations which are meant to amplify the pilot’s spiritual energy and empower the mech&#039;s abilities. Aut’akh that frequently go into battle would chisel runes of power on their weapons or augmented bodies to channel their own spiritual energy or amplify the strength given by their ancestors.&lt;br /&gt;
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=== Aut&#039;akh and Gender ===&lt;br /&gt;
Aut’akh conceptions of gender are vastly divergent from the ordinary Unathi view, and in many places much more influenced by human understanding than other religions. Most Aut’akh communes hold gender to be a much more individual matter than other faiths do, being a matter of personal choice among the faithful - though one that shamans will offer consultation and guidance in. Some Aut’akh, in particular among the Luthien Pact, have come to view notions of gender as antiquated things of the flesh, and that through their cybernetic upgrades they have become something that is warrior, healer, fisher and something entirely greater than the separate sum of their parts. Generally, the traditional roles and societal structure still hold in communes on Moghes and Ouerea, while those outside Unathi space tend to have adopted more human ideas of gender as something separate from one’s position in society.&lt;br /&gt;
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== Organization ==&lt;br /&gt;
Aut&#039;akh by and large are anarchist communes that preach amicability and cooperation over the placement of leaders. However, even though they are considered radical by Sinta standards, like all religions, most Aut&#039;akh are not extremists and do not automatically resort to violence. Violence is actually frowned upon by the majority for a couple of valid reasons. Firstly, Aut&#039;akh, who are already ostracized and despised Unathi already, would certainly be lynched if they were caught harming or killing another Sinta. Secondly, most shamans believe that giving into violence will only empower evil spirits and thus should be avoided when possible.&lt;br /&gt;
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Aut&#039;akh, though opposed to the power of mega-corporations, are not entirely uncommon among them. Zealots often see working for them not only as an opportunity to indoctrinate others but also to obtain resources to send back to the commune. Corporations still hire them since Aut&#039;akh are seen as a niche, powerless cult due to lacking a leader, and a lack of experience with human society makes them more exploitable. Unfortunately for them, this can only reinforce an Aut&#039;akh&#039;s radical beliefs or give fuel for recruiting others.&lt;br /&gt;
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=== Shamans of Magic and Tech ===&lt;br /&gt;
The engineers and founders of the religion are by and large the shamans or &amp;quot;paradigms&amp;quot; of this religion. Each one to a degree helps with guiding individuals on religious matters, hosting any important rituals, fitting prosthetics for Aut&#039;akh, and even recruiting new members. Shamans are usually recognized only by individual communes, though some prominent founders of the religion enjoy recognition by most if not all the Aut&#039;akh societies.&lt;br /&gt;
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The only formal process for becoming an Aut&#039;akh shaman is by a Consensus. Only a majority of four out of five Sinta or more allows for someone to become a commune shaman. Those that are inducted into the clergy of this spread-out religion are quickly taught the secrets of the rituals for Mador, as most of their time will be needed to learn the engineering aspect for robotic limb and organ creation, repair, and maintenance.&lt;br /&gt;
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=== Notable Communes ===&lt;br /&gt;
A handful of notable communes exist with their general location known to some. For now, most remain hidden, but perhaps more will come into the light with time. The decentralised nature of Aut’akh means that the various communes differ greatly in terms of spiritual and political beliefs, with argument and debate being common between Aut’akh communities. Despite their differences, however, the Aut’akh do still recognise one another as the same faith, and the disparate communes maintain strong ties with one another even across the vastness of the Spur. Some have found this perplexing, as many of the communes have deep theological and ideological differences - but to the Aut’akh themselves, it is a simple matter. Despite being scattered across the stars, the Aut’akh are still one people, and the faith’s philosophy of mutual aid holds true - they must aid other Aut’akh as best they can, so that all enclaves of the faith may thrive free from persecution. The theological disagreements are, while heated, generally taken as part and parcel of the faith’s individualistic nature - the widespread belief is that seeking understanding of the spiritual world is a personal journey, and that only through the synthesis of different experiences and perspectives can a true harmony be reached.&lt;br /&gt;
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==== The Aut&#039;akh Valley, &amp;quot;the Originals&amp;quot; ====&lt;br /&gt;
A large commune on Ouerea surrounded by mountains, the Aut&#039;akh Valley is birthplace of the Aut&#039;akh religion - a place for specifically augmented unathi to find sanctuary from the violence often found against their kind in cities and towns. It is largely disconnected from any government and is heavily guarded by the Aut&#039;akh defending the clans there with their lives. Life here is simple, and more than half of the population is elderly or disabled with augments. The area is foggy and filled with natural lakes, and the area gets cold enough to snow in the cold season. The Aut’akh Valley commune is the oldest Aut’akh commune in existence, and many of the elder shamans living there are some of the original scholars and scientists who worked beside Emzal Paossini from the founding days of the religion.&lt;br /&gt;
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The government of Ouerea largely ignores the Aut’akh communes on the planet, which has allowed Aut’akh Valley to prosper in relative safety, without the persecution the faith faces elsewhere in the Hegemony. Many Aut’akh converts from Moghes or other Hegemonic colonies attempt to flee to Ouerea, in the hopes of finding a safe haven - though Aut’akh Valley is not without its own problems. While the commune is sufficient enough to feed itself, it relies on hunters and fishers roaming the Ouerean wilderness to do so - a wilderness that is increasingly disrupted due to the efforts of [[Hephaestus Industries]]. Some particularly zealous Aut’akh have taken to striking against Hephaestus, destroying their equipment and stealing their supplies to help the commune prosper and craft new augmentations.&lt;br /&gt;
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Hephaestus has not sat back and taken this, hiring mercenaries from organisations such as the Fighters’ Lodge and Dagamuir Freewater Private Forces to secure itself against attacks from the Aut’akh, with some rumouring that the alien megacorporation intends to see the Aut’akh scourged from Ouerea due to their opposition to its presence. Despite this, however, Hephaestus does not prohibit Aut’akh from working for them, and some from the Valley have taken jobs with the corporation to send money back to the commune. Many Aut’akh find this shameful, and those who do take jobs with Hephaestus can expect to be under close watch in order to ensure their ideology does not drive them to sabotage company operations.&lt;br /&gt;
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Ouerea is a cosmopolitan planet, and the Aut’akh of Ouerea are no strangers to the human and Skrell presence on their world. While none of the aliens are known to have converted, a small population of them can be found in Aut’akh Valley, having made alliance with the strange cult in their opposition of Hephaestus Industries. These humans and Skrell often act as middlemen between the Aut’akh and alien smugglers, who often bring shipments of augments from offworld communes, as well as illegal weaponry to secure themselves against any future threat from the Hegemony or Hephaestus.&lt;br /&gt;
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The Ouerean communes’ exposure to synthetics has not been a positive one, with the only ones encountered being Hephaestus-owned robots and IPCs - which are often destroyed and salvaged for parts by Aut’akh hunters. This has led to some disputes among the communes as to whether or not synthetics are truly alive, or whether the soul is something that remains unique to organics. Some believe that the machines of Hephaestus are spirits of evil, bound into steel to carry out the will of their corrupted masters; some believe they hold the potential for true life within them - and others simply see them as tools, no more alive than a hammer.&lt;br /&gt;
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The augmentations of Aut’akh Valley are viewed as being very personal and specific - the creation of a body that truly reflects and shields the soul. Each augmentation is highly customised to fit the individual, though there are a few common elements - the inscription of Sinta’Mador runes being the main one, with the shaman-engineers of the Valley etching each augmentation with symbols of protection and power.&lt;br /&gt;
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==== The Undercity Communes, &amp;quot;the Underbelly&amp;quot; ====&lt;br /&gt;
Beneath many cities on both Moghes and Ouerea is a small commune of Aut&#039;akh, created by one of the original Aut&#039;akh from Ouerea. These communes have become safe havens for some individuals. Unathi, regardless of being Aut&#039;akh or not, come to these communes when they are in dire need - a new prosthetic, a repair from an assault, or simply for a place to sleep for a night. These communes are often heavily guarded by Aut&#039;akh warriors set on keeping these people safe, and because of the possible danger of attacking these communes, they rarely see attack. It is not unheard of, though; whole communes have been arrested by city garrisons or lynched by mobs led by nobles.&lt;br /&gt;
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The persecution faced by the communes of Moghes is harsh, and they have become insular as a result - increasingly relying on criminal activity to survive. The Undercities are deeply tied to the Unathi underworld, receiving augments smuggled in from the Factory and being forced into dealing in other illicit goods to survive. In some places, the Aut’akh communities of cities operate similarly to organised crime syndicates, with a strict code of silence regarding their activities. The fact of preying on others to survive clashes with the Aut’akh philosophy of mutual aid, with most communes attempting to only harm the wealthy and powerful in their criminal activities. This has led to a tense relationship with existing criminal organisations such as the Shortclaw Clan. While some Hegemony authorities suspect that the Shortclaws may be assisting the Aut’akh in smudging augmentations, several of the unsolved murders reported by the Skalamar City Watch in recent years have been Aut’akh found weighed down by their augments at the bottom of the Moghresian Sea - or associates of the Shortclaws found in alleyways with bones broken and throats cut.&lt;br /&gt;
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These actions have given Aut’akh an unusual status, bolstering a reputation as folk heroes among the lowliest of the Hegemony - taking from the rich and giving to the poor. This reputation is leveraged extensively to gain recruits from the most desperate of Izweski society - Guwan, peasants and Wasteland refugees. Communes in more developed regions such as Skalamar also often assist in people-smuggling, helping Aut’akh faithful to get to other communes - as well as selling these services to those who wish to flee the Hegemony’s might, but cannot do so legally.&lt;br /&gt;
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The augmentations of the Undercities look similar to those of Aut’akh Valley, but they are often painted to match the skin tone of the individual Unathi as closely as possible, in order to minimise the chance of discovery by those who would wish to do them harm. To protect themselves against persecution, there are significantly more combat augmentations made in the Underbelly - actual weapons are much harder to acquire and conceal in the crowded urban centres of Moghes than in the Ouerean wilderness. These augmentations are usually makeshift things, designed for melee combat - weighted knuckles on a prosthetic hand, blades concealed in the arms or legs, or a favourite among many, electrically conductive pads in the hand to stun an opponent. The Aut’akh of the Undercities largely abide by Unathi ideas of honourable combat for the most part, and the synthesis of traditional Unathi fighting styles with cybernetics has led to a complex and unusual martial art known as &#039;&#039;Is’elliah&#039;&#039; - in Basic, “Steel Claw”. &lt;br /&gt;
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The Aut’akh of the Undercities are not known to have much contact with aliens or synthetics - though they do continue to receive augmentations, which some Izweski law enforcement officials suspect is a result of contact with alien smugglers. Some of the Undercities bordering on the Wasteland are known to have contact with Queenless K’lax groups wandering the desert. As a result of this, opinions are divided - with many Aut’akh who hail from the former Traditionalist Coalition clinging to their distaste for humanity and the Skrell, believing them to hold a share of the blame for the hell of the Contact War. As for synthetics, there is no real consensus among the Underbelly as to their sapience or possession of a soul - some believe that it could be possible for a spirit to be reborn into a positronic intelligence, while others still hold to the Th’akh roots of the religion - that despite the strength of steel, it is only creatures of flesh that are endowed with true life.&lt;br /&gt;
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Those few Aut’akh of the Undercities who are able to conceal themselves among society often seek to gain work assisting Izweski archaeologists, in the hopes of further studying the mysteries of the ancient Sinta’Mador. Researchers from the Skalamar Academy of the Natural Sciences have grown increasingly frustrated with this, as the Aut’akh will often steal historical artifacts to treat as objects of worship, rather than letting them remain for scientific study.&lt;br /&gt;
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===== Life in the Underbelly =====&lt;br /&gt;
The Undercity communes are usually called the &amp;quot;Underbelly&amp;quot; or &#039;&#039;Alpagozo&#039;&#039; in Sinta&#039;Unathi. They are often located in warehouses, beneath market squares, or otherwise hidden from general sight. The best way to learn about these places is word of mouth, when an Aut&#039;akh finds someone potentially in need of a spot to stay. If someone seems to be missing a limb or struggling to move in public, an Aut&#039;akh may attempt to speak to them - often sought out for their desire to be more able-bodied. The Aut&#039;akh will continue to be suspicious until after they are augmented or trustworthy. Until proven trustworthy, locations of these Underbelly communes aren&#039;t disclosed. Unathi that join communes to escape the pressures of obligation and society often seek others like them to join the cause.&lt;br /&gt;
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An Undercity commune can range in sizes, though usually there is only one per city, however spread out. The largest known one is in Skalamar, the Izweski capital, where it manages to keep itself safe in the expansive sewer system. Leaving the commune&#039;s protection requires cloth coverings, which do well enough to hide scale-colored prosthetics. Failing to leave in &amp;quot;improper dressing&amp;quot; sometimes results in detainment until they meet the requirements to leave. Some unathi even go so far as to take the scales from their dismembered limb and implant them onto their new limb - some do this from nostalgia, but many more do it to survive.&lt;br /&gt;
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==== Eridani Underworld Commune, &amp;quot;the Factory&amp;quot; ====&lt;br /&gt;
In the depths of [[Eridani]] I under the city, a small commune of Unathi have made some order out of the chaos. The first Aut&#039;akh to come here didn&#039;t have the credits or the legal standing to make it on top in the corporate over-world; however, they did have enough muscle to clear out a mining drone factory of drug-addicted dregs. A few years is all it took for a community of Aut&#039;akh to grow, walling off the Factory and setting up a safe spot for them to fit. Over time, the surrounding local dreg community came to accept the Aut&#039;akh in. Even still, some have treated the augmented Unathi as just another gang they have to deal with.&lt;br /&gt;
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The Factory, also called the &#039;&#039;Ti&#039;kaoula&#039;&#039; or &amp;quot;Crankshaft&amp;quot; in Sinta&#039;Unathi, still respects the rules of honor, and have made promises to never leave behind unathi or even local dregs who are in need of augments. Jury-rigging the factory with the help of dreg locals, Aut&#039;akh-fabricated augments are being made by unathi, for unathi, across the galaxy. The augments are shoddily made at first, shipped to one of the other communes on Moghes or Tau Ceti, and then customized to fit by a shaman on location.&lt;br /&gt;
When the Aut’akh first arrived to Eridani, it was viewed as living proof of all that Emzal Paossini preached - a society ruled by nothing but wanton greed and lust for power, where life was treated as nothing more than a devalued currency to be spent and thrown away freely. This reflects to this day in the politics and spirituality of the Factory, as their ideology has been influenced greatly by the anarchic viewpoint of the local Dreg population. The spiritual aspect of the commune has shifted over time, with less of a focus on individual spirits of ancestors or the world around them, and more towards the spirit of the Eridani Federation itself. To the Unathi of the Factory, the power of the corporations acts as a kind of spiritual rot - a decay that arises from one choosing to set themself above another and sinks into every person, place and grain of dust throughout all of Eridani. It is viewed as a place of true evil, a Chained Waste in the material world forged by sickness, power and greed.&lt;br /&gt;
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To many of the more devout Aut’akh of the Factory, they are almost crusaders - descending into what may as well be hell and surviving there, in the hopes that someday the entire rotten edifice will be brought down, and a new and better world can be born among its bones. &lt;br /&gt;
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The Eridani commune is where most Aut’akh augmentations are manufactured, but nonetheless they place their own aesthetic flair on their usage of cybernetics. The Aut’akh of Eridani have synthesised half-remembered Mador symbolism and spirituality with the punk aesthetics of the Dreg population. The favoured style among these Unathi is heavy, industrial and terrifying - every augmentation a cry of defiance at the slick, sanitised and corporate aesthetic of the Suits who poison the world around them.&lt;br /&gt;
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The Aut’akh of Eridani cooperate well with other species, having extended their philosophy of mutual aid to the local Dreg communities. They work closely with the group of Vaurcae known as the ‘Zinos’ often, with their work in similar fields leading them to cooperate for mutual gain. These exiled C’thur are known to be skilled cyberneticists, and often Aut’akh of the Factory will seek them out when even their best shamans and machinists are incapable of making a certain repair. However, not all Dregs have proven so welcoming to the Aut’akh, and as such the Factory is somewhat insular. They will provide their services to those who ask, but aliens must be considered to have proved their trustworthiness before they are allowed to enter the Factory - lest some rival gang decide to try and take the fragile existence the Unathi have built. &lt;br /&gt;
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Life on Eridani is hard - the Factory has one of the highest mortality rates of any commune, only rivalled by the Razortail Enclave on Biesel. As such, many of the Aut’akh on Eridani will often take up work with the megacorporations, in order to help the commune to purchase the food and medicine it often runs desperately short of. The combat augmentations often favoured by Eridani Aut’akh lead them to often seek work with Eridani PMCs such as Ringspire or Eagle Corp - work which can be harrowing to the conscience, and which is viewed by many in the Factory as placing one’s own soul at risk. &lt;br /&gt;
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The synthetics of the Eridani underworld are often close friends and allies to the Aut’akh, with many of them coming to the Factory seeking repairs, upgrades or maintenance. However, there is a darker side to Eridani synthetics, with Aut’akh often having been caught in raids by the machines of PMCs such as Index Security Solutions. This has led to a perception of synthetics as reflections of Eridani itself - the ownership of IPCs is reflective of the desire for control and power that rots at the heart of the system, and the freedom of the IPCs in the underworld is viewed as a sign of hope that another world is possible.&lt;br /&gt;
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==== The Razortail Enclave, &amp;quot;the Ruffians&amp;quot; ====&lt;br /&gt;
Considered a bunch of ruffians by their sister communes, the Razortail Enclave is a commune located in District 7 of [[Mendell City]]: Sin City. In order to survive in [[Biesel]], Aut’akh participate in organized crime as hired muscle, allured to the practice by the prospect of stealing from the megacorps and Biesel’s own government to help the slums of the district. Similar to the Factory commune on Eridani I, the Razortail Enclave is stuck in the poorer regions of the city, trapped there by a lack of wealth and a conviction to not stray too far from their ideals; however, unlike their sister commune, these sinta do not ignore the gang conflicts of the streets, and often themselves get involved to prevent their rank from kidnappings and having their prosthetics stripped from them—a barbaric practice in the eyes of these fanatics.&lt;br /&gt;
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The Aut’akh of the Razortail Enclave are, more than any other, pushed into a criminal life to survive. The natural size and strength of Unathi makes them appealing as muscle for the criminal syndicates of Biesel, with many Razortail Aut’akh being hired as enforcers, bodyguards and hitmen by larger organisations. These Aut’akh are often provided with deadly and highly illegal combat augmentations as payment for their services - which prevents them from seeking legal employment with the corporations in Biesel, leading them into further criminal activity. The commune’s name comes from a common augment among these enforcers, consisting of razor-sharp blades concealed within an Unathi’s tail. The majority of the Razortail Enclave, however, while understanding the necessity of crime, turn to less violent means to make ends meet. Some turn to running scams on the streets of Mendell, some engage in pickpocketing or petty theft, and some wind up swallowing their pride and seeking employment with megacorporations. Due to its dominance in Biesel’s economy, most Razortail Unathi who seek legal employment wind up working with NanoTrasen. &lt;br /&gt;
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The anarchist politics of the religion have somewhat taken a back seat to the simple matters of survival - while the Razortail Aut’akh still stand in opposition to both the Bieselite state and the corporations that loom over it, there are no grand dreams of revolution here of the kind held by Aut’akh in the Hegemony or Eridani communes. For the Razortail Enclave, surviving another day is victory enough. However, their disdain for the state remains clear, and many of their number will prefer to target the Republic’s government in their crimes wherever possible - during the chaos of the Second Solarian Invasion of 2462, a group of highly augmented Unathi believed to be affiliated with the Razortail Enclave attempted a robbery on an Idris Incorporated bank in District 10 of Mendell City, making off with nearly thirty thousand credits. The Mendell City police force was unable to track down the robbers in the chaos, and if Idris was able to conduct their own investigation, they never breathed a word of it.&lt;br /&gt;
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Despite the cosmopolitan nature of Biesel, and Mendell in particular, relationships between the Razortail Enclave and other species are often tense. Only Unathi are allowed into the Enclave, and unlike their cousins on Eridani, they do not seek to help or build ties with the equally impoverished and desperate aliens around them, focusing solely on their own survival. While they do often work with alien gangs and crime syndicates, they work against them equally often, and Razortail Aut’akh are slow to trust outsiders, especially non-Unathi.&lt;br /&gt;
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The Razortail Enclave does hold that synthetics can have souls - but that does not endear them any more than it does other organics. More extreme members of the Razortail Enclave have been arrested in the past for brutal attacks on IPCs in Mendell City, leaving them near-destroyed as their chassis were stripped of valuable or useful components. The Enclave is reportedly divided on this matter, with some viewing it as an atrocity and others considering it just like everything else the commune does - a necessary evil for the sake of survival.&lt;br /&gt;
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Augmentations tend to be practical among the Razortail Enclave, as they use a blend of Factory-made prosthetics, stolen or purchased corporate designs, and black market augments provided as payment for their services. Combat augments are at their most advanced among this commune, with a rare few Razortail enforces for organised crime syndicates being equipped with military-grade combat cybernetics. Razortail Aut’akh can largely still be recognised by the Sinta’Mador runes carved into their augments - though some still hide their cybernetics in order to conceal their affiliation.&lt;br /&gt;
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==== The Luthien Pact, &amp;quot;the Pacters&amp;quot; ====&lt;br /&gt;
The Luthien Pact is one of the more prosperous communes, having secured work with the megacorporations on the desolate world of Luthien in Tau Ceti. The titular ‘Pact’ refers to an agreement signed between Aut’akh refugees, NanoTrasen and Zavodskoi Interstellar. In exchange for their labour assisting the corporate scientists on the planet, the corporations would provide the Aut’akh with a biodome of their own and supply them. This agreement, however, means that the Aut’akh workers on Luthien are paid very little, with corporate charges for accommodation, food and the air they breathe all being deducted from what would ordinarily be a decent-paying position - leading to many of them taking jobs offworld to send funds to the commune.&lt;br /&gt;
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The Luthien Pacters work closely with IPCs in many aspects of their work - both corporate-owned and free. This has led to them being the commune with the most positive view on synthetics, believing that a wholly synthetic form is one free from spiritual corruption, and that such a thing is aspirational - that true freedom from spiritual evil will only come about when the distinction between the organic and the synthetic is eliminated completely. The struggle for IPC liberation is a core part of the Luthien Pact’s beliefs, and this has led to NanoTrasen choosing not to assign its owned IPCs on Luthien to work with Aut’akh out of concern that the Aut’akh ideology could ‘corrupt’ the synthetics. Zavodskoi does not engage in such measures, however, trusting in the programming of their Z.I units. &lt;br /&gt;
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The views of the Pact that a synthetic form is something to aspire to have led to a close relationship forming between the commune and the synthetics they work with, with a small but noteworthy number having converted to the alien religion. This belief is also fairly similar to the beliefs of the Trinary Perfection, which has led to the church in Mendell attempting to recruit from among the Aut’akh - though to little success so far. &lt;br /&gt;
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Their augmentations are largely practical ones - the isolated nature of Luthien means they do not receive as many shipments from the Factory as other communes might, and their close work with megacorporations has led to many of the Pacters bearing human-made augmentations purchased from their employers. These augmentations are still customised to the best of their ability, inscribed with Sinta’Mador runes and blessed by the commune’s shamans. The Aut’akh of Luthien tend to possess corporate-manufactured augments moreso than Aut’akh made ones, and this has led to a solid number of them finding employment outside Luthien in the employ of NanoTrasen or Zavodskoi.&lt;br /&gt;
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Due to their close work with and reliance on corporations, the anti-capitalist politics of the Aut’akh faith are less prevalently expressed by the Luthien Pact - it is difficult to speak out against corporate dominance of the Spur when corporations provide the very air you breathe. The Pact still largely shares a distaste for both the Hegemony and Hephaestus, but much like their cousins on Biesel, revolutionary ideals have taken a backseat to simple survival.&lt;br /&gt;
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== Politics ==&lt;br /&gt;
The Aut&#039;akh faith is an inherently political one, base around anarchist beliefs. Aut&#039;akh are opposed to hierarchal society, whether the traditional feudal power structures of [[Moghes]] or the capitalist interstellar society of the Orion Spur. Aut&#039;akh prescribe to the belief that, to appease the soul within, one must emulate the free spirit of a soul. In doing so, the radical religion has stepped away from the traditions and practices of Unathi society, though almost all of them struggle to truly leave them behind. The biggest point of contention for Aut&#039;akh is the clan hierarchy. These Aut&#039;akh believe the spirits all view each other as kin should they act kindly to one another, and thus Aut&#039;akh view each commune being closer to one big clan. After this, a majority of Aut&#039;akh believe the caste system to be flawed. Simply put, it is used to keep power over others, and spirits do not have any rules or advisors they have to listen to, according to Aut&#039;akh. The result is Aut&#039;akh avoiding authority wherever they can, especially when it is used to their detriment. Lastly, a smaller number of these Unathi dislike how society ostracizes those that do not fit into its rigid ideals. Guwan and those that feel they do not truly fit within Unathi gender norms are often targets for Aut&#039;akh recruitment, which only helps bolster their numbers.&lt;br /&gt;
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While many Aut&#039;akh have engaged in acts of either bold revolution or callous terrorism, depending on one&#039;s perspective, &#039;&#039;&#039;most Aut&#039;akh are not extremists and do not automatically resort to violence&#039;&#039;&#039;. The megacorporations would not take to hiring extremists or those who openly spread anti-corporate view, so avoid direct conflict and lean on minor acts of disobedience, expressing your ideals to others (as any good cult should!), and perhaps not being too friendly with command, though even security and command might just be seen as cogs in the corporate machine. This said, [[Traitor|some extremists do manage to slip through the cracks every now and then]].&lt;br /&gt;
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Aut&#039;akh is viewed as a rebel ideology in the Hegemony, and Aut&#039;akh on Moghes are frequently persecuted by Izweski law enforcement. The communes of Ouerea survive due to the planetary government&#039;s general indifference to them - though as [[Hephaestus Industries]] consolidates power in the nation the Aut&#039;akh have found themselves increasingly clashing with corporate mercenaries as they attempt to sabotage the megacorporation&#039;s growing presence. The communes of Moghes largely survive through hiding in the criminal underground, with law enforcement frequently attempting to stamp out this dangerous cult.&lt;br /&gt;
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== History ==&lt;br /&gt;
Aut&#039;akh came to prominence around the 2440s as more and more Unathi caught wind of these unorthodox zealots.&lt;br /&gt;
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=== Damage from the War ===&lt;br /&gt;
The scholar Emzal Paossini was not a warrior - they spent most of their life as an archaeologist, and were one of the foremost scholars of the ancient Mador. When the Contact War began, they were on Ouerea, having leapt at the chance to observe the human and Skrell cultures that had taken root on the planet. In various memoirs, they have recounted the Ouerean experience of the Contact War - watching Moghes burn from afar. This disillusioned many of the Unathi on Ouerea, seeing the Hegemony and the Traditionalists tearing the world apart, all over who would be king of the ruins.&lt;br /&gt;
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Aut&#039;akh was shaped from this, the sight of how power had led the rulers of Moghes to madness and slaughter - which would only be reinforced with the Hegemony retaking control of Ouerea. Immediately, the new culture growing there was crushed, forced into the old feudal ways that had damned one world already. Eventually, they would begin to gather others who thought that way - some of their fellow scientists, warriors left scarred from the Contact War, Ouereans who resented the Hegemony occupation - and formed a community which would become the foundations of Aut&#039;akh.&lt;br /&gt;
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=== A Cult is Born ===&lt;br /&gt;
Led by the newly reborn paradigm [[Notable Unathi#Emzal Paossini, Creator of Paradigms|Emzal Paossini]], Ouerea proved to be an effective staging ground for the budding cult. With their fascination with the old ways of Sinta&#039;Mador, paired with this new technology and &amp;quot;golems of metal,&amp;quot; Paossini combined their knowledge of the two into the first understanding of the Aut&#039;akh cult. Due to conservative views being softened, most people of the planet did not actively work to remove or punish the first few of this religion for their ideals. The founders chose a spot to settle in a relatively discrete corner of the world: Hinshaw Valley, commonly known now as Aut&#039;akh Valley. Construction started on a settlement by the more laborious Unathi, while the rest went into nearby towns to preach the word of their revelation.&lt;br /&gt;
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Appropriately, most Ouereans rebuked this message, and for a couple years this religion failed to pick up any momentum, remaining banished to an old valley. However, after a small handful of roboticists and zealots were recruited, they quickly taught each other the fundamentals for either role: the shamans taught these mechanics essentials for being a pillar of faith, while mechanics began the arduous process of teaching biomechanical engineering. The religion truly began to blossom when those preaching its ideals could show off their work and revitalized bodies.&lt;br /&gt;
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=== Outsiders Welcome ===&lt;br /&gt;
Over time, Aut&#039;akh began to develop their ideals. They saw that power was not solely corrupt: society itself was trained to keep people down due to this power. They learned anecdotally from fellow Aut&#039;akh, that clans were ruled by powerful matriarchs who kept the clan under their thumb; nobility simply despised the idea of others gaining their status; ultimately, these evils were the result of powerful spirits manipulating weak, frail flesh, and thus detaching a body from the true desires of their soul.&lt;br /&gt;
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These beliefs led to a variety of outsiders finding these radicals as appealing. Firstly, Wastelanders make wonderful additions to the cult; many already resent the Hegemony usually, and their opposition to this power provides a good point of relation for indoctrination. They also usually are impaired in some way, and the promise of being restored or even placed beyond their former body&#039;s limitations can be an appealing aspect. Next, those that feel they are ostracized from society due to their strict views on the sexes also find home here, due to that group and Aut&#039;akh both being outsiders. Finally, even Guwan are allowed to join since these communes adopt clan-less structures.&lt;br /&gt;
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&#039;&#039;&#039;Regardless of who joins and what they believe, Aut&#039;akh still face discrimination from other Aut&#039;akh, usually subtly.&#039;&#039;&#039; It takes time to train behavior and prejudice, and due to the religion being fairly new, traditional unathi within these communes often look down on various sinta who are normally considered in different castes.&lt;br /&gt;
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=== The Forsaken Sinta ===&lt;br /&gt;
Unathi originally thought prosthetics to be helpful and game-changing: who wouldn&#039;t want to be in a fully capable body? A large portion of Unathi, Izweski or traditionalists, were scarred by the Contact War. This was originally seen as the solution to restoring the workforce. The negative perception of Aut&#039;akh largely led to the Sk&#039;akh church decrying the use of prosthetics, claiming they &amp;quot;poisoned the soul and caused irredeemable damage.&amp;quot; The church viewed and still views the Aut&#039;akh communes as a threat to their power. Through talks with Hegemon S&#039;kresti, they managed to convince the leader of the time to speak out against their use as well based on religious grounding, associating these &amp;quot;robotic replacements as a sign of the Aut&#039;akh cult&amp;quot;.&lt;br /&gt;
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This turn in Unathi belief did little to hamper the growth of the religion; Aut&#039;akh had already spread to most major cities and towns, and weeding them out would be a large-scale, and brutal ordeal. &#039;&#039;&#039;In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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[[Category:Unathi]]&lt;br /&gt;
[[Category:Mythology]]&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category: Pages]]&lt;br /&gt;
[[Category: Religions]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Th%27akh&amp;diff=38611</id>
		<title>Th&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Th%27akh&amp;diff=38611"/>
		<updated>2026-02-23T23:12:07Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&amp;quot;You, whose bones I carry,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Whose memories I hold,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Grant me your wisdom now, that I might know the path.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-Ancient Th&#039;akh prayer of the [[Tza Prairie]]&lt;br /&gt;
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Th&#039;akh, literally translated to &amp;quot;ancestor devotion&amp;quot; in Sinta&#039;Azaziba, is the oldest and most pervasive religion among Unathi. Dating back before even the First Hegemony, Th&#039;akh has been a mainstay belief across almost every culture on [[Moghes]] for centuries, even millennia, partially due to Unathite stubbornness. Th&#039;akh&#039;s core tenet is simple: worship the spirits so that they may smile on you, reward your devotion, and you may join the Spirit World and avoid reincarnation. The spirits are a multitude that exists within nature, whether alive or inanimate, and are varying in power, from small impish devils to ancient and powerful spirit-gods. Particularly nasty natural disasters, plagues, and misfortunes were often attributed to particularly strong groups of spiteful spirits or even evil spirit-gods influencing events in the material world. In order to stave off these ills, Th&#039;akh worshippers believe in almost paganistic ritualism; however, the widespread nature of the religion (and the various interpretations of spirits and spirit-gods) means that two believers could have an entirely different set of practices. It is claimed that the short lifespan of Unathi lent to the credence of the religion, yet it is speculation at best. Monks that practice oral tradition; aquatic Sinta that revere the sea; a nation devoted to an ancient god-king: Th&#039;akh is as diverse as the stars in the sky.&lt;br /&gt;
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== Doctrines and Worship ==&lt;br /&gt;
Th&#039;akh is not a single religion, but a framework - the core beliefs of a thousand wildly divergent faiths across Moghes. The base of Th&#039;akh is the idea of the spirit world as a constant presence, where spirits good and evil, great and small, dwell. The duty of a shaman is to act as a mediator between the spirit world and the mortal one, to ensure that balance is maintained and that the spirits are appeased. Though one Th&#039;akh sect might have wildly different practices from another, they would still acknowledge the existence of its central spirits and their doctrines. This has led to Th&#039;akh being a faith very open to alien religions - after all, other worlds and other peoples likely have their own spirits and gods with their own demands too.&lt;br /&gt;
&lt;br /&gt;
=== The Spirit World ===&lt;br /&gt;
Another dimension layered over our own, the Spirit World is believed to resemble the Material World in many aspects. However, its connection to the Material World is not uniform; in some places, there are stronger presences of the Spiritual World than others. This realm of the dead harbors all spirits, and only the strongest may cross over into our plane without any sort of special help. Certain times of year (often celebrated in Unathite culture) are some of the few times more ordinary spirits can cross over into our realm, and places with a stronger connection to the Spirit World can make it easier for a spirit to cross over— whether strong conviction for their ideal or a personal vendetta to fulfill. In myth and history, the Spirit World is said to have an effect on the Material, and similarly, the Material World has an effect on the Spiritual. This means pollution, weather, and buildings would all affect the world of the spirits, which leads Th&#039;akh believers to respect their environment and give the spirits a clean afterlife as a result.&lt;br /&gt;
&lt;br /&gt;
Scientifically, it is strongly believed by Th&#039;akh scientists to be the strange otherworld known as Bluespace, although human and Sk&#039;akh scholars have laughed that off. It would at least explain some anomalous events that have occurred and why Unathi are so religious if this phenomenon has occurred throughout their history, yet without concrete evidence, this is merely a foolish thought entertained by those supposedly &amp;quot;enlightened&amp;quot; by the advances of humans and Skrell.&lt;br /&gt;
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The Spirit World is ruled by the Zyola, a pantheon of beings that are among some of the first spirits to have been created. Each of these Zyola do not necessarily adhere to a single ideal because they are powerful enough to flip between them depending on their attitude. Some Zyola, however, are rarely flipped by their mood. Different clans and pantheons of Zyola are believed to rule different regions of the Spirit World, with most Th&#039;akh regions of Moghes having their own Zyola pantheons to worship - from the strange and capricious River Court of the [[Southlands]] to the ancestral souls of the Most Honored in the [[Broken Coalition]].&lt;br /&gt;
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=== Reincarnation ===&lt;br /&gt;
Usually, a soul returning to the Spirit World becomes a wandering spirit, a kyula. Only those that were extremely benevolent or cruel in life become resident spirits: zo&#039;zyola. Reincarnation remains an option for kyula until they come to lean heavily towards an ideal, at which point they become a zo&#039;zyola. It is said that the time leading up to someone becoming a resident spirit are simply trials to temper them in the meanwhile.&lt;br /&gt;
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Most clans believe strongly that ancestors are more likely to be reborn into their clan as a hatchling. Bloodlines are thus considered extremely important to many as a result, so much so that pairings incapable of reproducing children are encouraged to find a surrogate within the clan. However, ancestors can be of any range, from powerful warriors to wicked tricksters. Each zo&#039;zyola embodies an &amp;quot;ideal,&amp;quot; and these sets of ideals can vary depending on a Unathi&#039;s upbringing and their own view of Th&#039;akh.&lt;br /&gt;
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==== Evil and Good ====&lt;br /&gt;
The most prevalent set of ideals, evil and good are a simple enough pair of beliefs for the many to cling onto. Evil and good zo&#039;zyola represent just that: evil residents are responsible for the ills, woes, and misfortunes of those that are living, while good zo&#039;zyola pass their blessings and favor onto those that worship them. Each spirit demands respect and gifts, lest you get on their bad side. It is said that, with the ideals of evil and good, rarely a zo&#039;zyola may be allowed to reincarnate to preserve the balance between these conflicting sides. In times of great despair, a lost hero may return to the Material; conversely, prosperous times do not last forever as an infamous criminal is often born again. It is a stark way of painting the world with little room for grey areas. Most stories about these spirits tend to be dramatic and teach about cultural ideas— with some often painting other cultures or peoples as evil zo&#039;zyola.&lt;br /&gt;
&lt;br /&gt;
Zo&#039;zyola of these ideals are stark rivals, always competing to get the upper hand for however long. Their story is cyclical, and even in the darkest hours and brightest times throughout history, neither side will fully exist without the other.&lt;br /&gt;
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==== Decay, Energy, Growth, and Time ====&lt;br /&gt;
Another set of ideals, these four do not paint the world as being black and white and instead offer a different perspective: nuance exists everywhere. The zo&#039;zyola here can be described less as cosmic forces, but more as processes. Like evil and good resident spirits, there are parallels here: growth spirits are those that foster life as it continues along to maturity, while decay follows maturity to the point of death; similarly, residents of energy give motion and power to creatures of the world, while spirits of time decide how long something may be in this world. In this context, “maturity” is a poor translation— this term is not a set age or physical development, but rather the peak of life within someone. It may be when a Unathi becomes three years old or after they have become a Saa at the long age of 40.&lt;br /&gt;
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Resident spirits of this variety are forced to cooperate and compromise in various ways. Time zo&#039;zyola find that everything has a natural end, and they merely choose when a being&#039;s end will be— extending something&#039;s &amp;quot;time&amp;quot; is in their best interest, as a premature end requires more energy from them. Energy spirits, conversely, are best seen as explosively powerful; fostering a being along for a shorter amount of time means less power is needed to give it life. Growth and decay zo&#039;zyola always butt heads about how far along maturity should happen in a being&#039;s time. Most of the parables about these spirits are diverse and exemplify universally good values.&lt;br /&gt;
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None of these spirits are explicitly evil or good, and as such, one can only begin to imagine if they will become a zo&#039;zyola after they pass. Instead of rivals, these zo&#039;zyola teach that harmony must be present for life to flourish, yet avoid the harsh truth that making peace with your enemies is sometimes an impossible task.&lt;br /&gt;
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=== Bloodlines, Spirits, and Spirit-Gods ===&lt;br /&gt;
To many Unathi, spirits have a natural place in their life. Appeasing the spirits is said to bring good luck, and angering them brings you anything from bowel issues to natural disasters. Some spirits can change forms, becoming an Angry spirit, Vengeful spirit, or Guiding spirit depending on the situation. These wandering spirits, known as &#039;kyula,&#039; linger in the Spirit World until they are able to be reincarnated. It is widely recognized that some spirits have an immutable form that is either evil or good, one that is the result of how they lived and died. Resident spirits as they are called, or &#039;zo&#039;zyola,&#039; are rarely able to reincarnate and thus become permanent beings within the Spirit World. The longer a spirit remains in the realm of the dead, the more power it accrues as it masters the powers of the realm. These spirit-gods, the Zyola, are the most powerful and revered among Th&#039;akh spirits and typically the most ancient as well. Due to the nuance of Th&#039;akh, there are thousands of other spirit forms regionalized to different cultures and customs that are not mentioned. Some of the most widespread pantheons of Zyola include the Dumos Clan, the Court of Stars; the Ocean Den, Guardians of the Deep; and the Eight-Pointed Cross, the Scalemates of the Burning Mother.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
==== The Dumos Clan, the Court of Stars ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Court of Stars gets its name because the stars and constellations in Moghes&#039; sky were named after beings within this pantheon. Zyola in a vast amount, the beliefs of those that follow the Dumos Clan adhere generally to the ideals of spirits of growth, energy, time, and decay. They take up the ideals of the Four Forces rather than Light and Dark. The spirit-gods of this pantheon have some ideals they stick to, but being as powerful as they are, the Four Forces typically bend to them more than the other way around. As such, they can command themselves over any lesser zo&#039;zyola with ease should they embody a certain ideal strongly enough. Their stories teach that the world is complex and driven by many different factors, sometimes outside of our control, but situations can be what we make of them. There are almost innumerable tales, myths, and parables regarding this sect of the religion (so feel free to get creative with them!), and every one attempts to explain the natural world or tell a merely amusing, disgusting, or sorrowful story. The most notable Zyola are the Titans of the Stars, the figures that are immutably present in almost every variation of the faith.&lt;br /&gt;
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&#039;&#039;&#039;Sa&#039;par, the Solstice King&#039;&#039;&#039;— generally respected as the most powerful Zyola, Sa&#039;par was the one to organize the spirit-gods against the masses of zo&#039;zyola terrorizing the Material. A great many stories depict this spirit as committing acts both wrong and right and playing into any of the four ideals of the spirits; most pressingly, Sa&#039;par tends to uphold time on a cosmic scale in his stories and folklore. Depicted as a large Unathi noble, the only deviance from the typical Sinta is his additional set of arms which he uses to push apart the Material and Spirit Worlds. His domains are cosmos, power, and leadership, though more minor aspects include balance, judgment, and knowledge.&lt;br /&gt;
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&#039;&#039;&#039;Cresi, the Blessed Matriarch&#039;&#039;&#039;— the spirit that assumes stewardship over all others and tends to spirits that are injured or weakened by their conflicts with others. A being of growth, Creswi represents the development of the galaxy throughout time. She is naturally kind, yet wicked to those that cross her. Her form is unique in that her tail is said to span miles, and when she is angered, her tail stomps with thunderous force to cause earthquakes. She shares the same domains as Sa&#039;par, but hers regard female interpretations of the domains in Unathite society.&lt;br /&gt;
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&#039;&#039;&#039;Gruzz, the Vile Trickster&#039;&#039;&#039;— Gruzz is the most notable spirit-god that is usually one of energy due to their seemingly endless enthusiasm for trickery and causing mischief. From harmless pranks to terrible catastrophes, most energy put forth into the world is sworn to their name. They notably do not have a gender, and most stories tend to depict them as being either. Their domains are trickery, chaos, and misfortune.&lt;br /&gt;
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&#039;&#039;&#039;Dalskso, the Decaying Earth&#039;&#039;&#039;— Dalskso is unique due to being a collection of powerful zo&#039;zyola that banded together and betrayed their kind. In a sort of karmic fate, their attempt to fuse together failed horribly, resulting in them becoming an amalgamation of spirits. They fled shortly underground and exercise their power from there, usually to malicious pursuits. Their monstrous form lurks under the earth, said to be the core of Moghes; Dalskso embodies decay in all things, whether natural or forced. To this end, many acts of evil done in the name of a faith are attributed to his name, especially those accused of practicing necromancy and other vile means of witchcraft. Their domains are death, illness, twilight, and greed.&lt;br /&gt;
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&#039;&#039;&#039;Jakali, the Hermetic Winged Serpent&#039;&#039;&#039;— the obvious feature that differentiates this spirit-god from the rest is their form. They are a giant azure arbek with three pairs of wings; he is the final arbiter in a lot of stories as Jakali is believed to be inherently impartial due to his remote residence in the sky. He is seen as a deliverer of omens, hence why the view of azures can be overtly negative or positive in some cultures. Due to his omens and impartial judgment, his ideal is attributed mostly to time. His domains are judgment, balance, and travel.&lt;br /&gt;
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&#039;&#039;&#039;Galzifrax, the Raucous Sailor&#039;&#039;&#039;— generally regarded as a bastard among seafolk. Galzifrax is a naturally bored spirit-god, finding the suffering of mortals by his hand of creating storms and disasters to be amusing to him. He does not care what people think of him, so long as they respect him— and offer interesting treasures and stories from their sailing. Most people end up speaking spite of Galzifrax as often as they show him reverence. Galzifrax is a being of energy like Gruzz, so his ideal is naturally that. His domains are oceans, storms, and stories.&lt;br /&gt;
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&#039;&#039;&#039;Tiserse, the Timely Fisherman&#039;&#039;&#039;— a fisher of remarkable talent, she is one to never stray from routine and is one of the more reliable— and fickle— spirit-gods in the pantheon. She upholds the world and its cycles by continuing to make it spin; it is said that, should she deviate from her routine for any reason, the world would fall into chaos. Tiserse&#039;s impressive punctuality makes her major ideal time; however, she is often attributed to decay due to her cyclical nature and near-impossibly set ways. Her domains are the seasons, bounty, and harvests.&lt;br /&gt;
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&#039;&#039;&#039;Archozmi, the Watchful Lorekeeper&#039;&#039;&#039;— the reclusive spirit-god that records histories of the galaxy. Everything that has ever happened, she writes in her endless Book of Time, and to meet this demand, a vast number of zo&#039;zyola get recruited to help her. Answers to any problem are said to lie in its pages; plenty of stories involve Archozmi merely due to the other Zyolas&#039; jealousy of her possession of this book. Despite the Zyola&#039;s Book of Time and recordings of it, she is attributed to decay, as she watches all things come to pass. Her domains are lore and wisdom.&lt;br /&gt;
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&#039;&#039;&#039;Aosr, the Vibrant Druid&#039;&#039;&#039;— this spirit-god is one of the few to remain near-permanently cheerful. In numerous tales, despite hardship inflicted by the other Zyola or some zo&#039;zyola, Aosr is an example of fun and revelry. His natural talents include being able to turn into animals, and some claim that the odd behavior of livestock or a pet saving its owner is Aosr&#039;s doing. His ideals change frequently, being someone who displays the characteristics of growth, energy, and decay, yet he is rarely one to emphasize the importance of time. The only significant moments his wrath is incurred are on those that heavily destroy nature; stories about him and the Contact War are often bleak. His domains are nature, life, and revelry.&lt;br /&gt;
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&#039;&#039;&#039;Riz&#039;dabari, the War Hero&#039;&#039;&#039;— Riz&#039;dabari is a hot-headed yet valiant warrior. His involvement in stories often plays on his fierce temper, which the other spirit-gods use to their advantage in varying conflicts. His most notable depiction includes him with two tails, each of which are prehensile enough to wield a weapon apiece: a mace and a shortsword. His hands are reserved for a shield and a greatsword, which Riz&#039;dabari is able to wield with one hand due to his massive strength. Their ideal shifts the most depending on the stories and who reveres him, but scholars argue that the most fitting and consistent placement of his ideal is under energy and time. His domains are war, honor, and emotions.&lt;br /&gt;
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==== Shamans of the Stars ====&lt;br /&gt;
Most shamans practicing under the Court of Stars spirit-gods recognize all of them as being important in the world order. More minor Zyola are brought up and can vary from clan to clan, but these remain the near-constants. These shamans often pick one of them that represents not only themselves but the village or town they work out of the most and venerate them heavily. They are usually known by an appropriate title (such as one devoted to Aosr being Druids of the Stars or those of Archozmi being Bookkeepers). Rarely is one ever devoted to Sa&#039;par or Cresi unless they head a notably large church within a city or district.&lt;br /&gt;
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Shamans of the Stars typically feel their spirit-god chooses them rather than them choosing their patron. This comes in the form of some divine message, whether a significant event takes place, a prophetic dream occurs, or there is a sudden epiphany and feeling of note that washes over the shaman in question. After this, the holy man typically tries to learn as much as they can about the patron that has chosen them in an attempt to preach their specific messages.&lt;br /&gt;
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Those that walk down this road take up a field of study relevant to their patron in an attempt to further understand who that spirit-god is and what makes them the way they are. A devotee of Riz&#039;dabari may become a warrior in some specialization, whether something as simple as guarding a town you grew up in or an inspiring feat, like becoming a Kataphract. Some have wondered if the Priests of the Aspect among the Church of Sk&#039;akh have adapted their ideas from this point of Th&#039;akh culture, but given the amount of interplay between these two major religions throughout Unathi history, whoever coined this concept first is unfortunately lost to time and the destruction of warfare.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Lingering Souls ===&lt;br /&gt;
Lingering spirits can be any sort of spirit, whether a traveling kyula or powerful Zyola. They are spirits that have a reason to stick to a specific area, whether to protect their loved ones or wreak havoc on those that wronged them. Small towns might have a &#039;village spirit&#039;— this is usually a legend to the townsfolk, a hero that performed many deeds, or someone who died under nebulous circumstances. Ancestral Th&#039;akh settlements are sometimes said to be blessed by developing the land, yet cursed for those who forsake it; Unathi that stray from it for too long or leave entirely often become cursed in some way or form.&lt;br /&gt;
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==== Angered Spirits ====&lt;br /&gt;
Lingering spirits that face scorn, not enough worship and recognition, or have some agenda from when they were alive are known as angered spirits. Angered spirits can be of any variety; evil spirits might seek to cause destruction just for the fun of it, while a good spirit may become angry due to an injustice taking place. Objects and supernatural beings are the common attributes for angered spirits, manifesting themselves for a cause known only to those that know their tale. These spirits can often be associated or likened to horror myths and similar tales found in humanity. A widowed woman who hides her face— be careful not to ask where her tail is, or else she might take yours; bristling scales as they flare up for no apparent reason may be the spirit of a hatchling warning you that danger is on the horizon; committing dishonorable acts summons a ghastly apparition of a warrior, one that will correct your misgivings by the harsh edge of their blade! Localized spirits like these all have their history, and although not all Unathi know the individual stories of each spirit, the morals they teach are usually universally understood among Sinta.&lt;br /&gt;
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A curse is one of the worst things to happen to a living Unathi— even worse if this curse were to follow you into your death, as those spirits who have cursed you may finally come to you in the spirit world for final vengeance.&lt;br /&gt;
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==== Appeased Ghosts ====&lt;br /&gt;
Not all spirits remain angry forever, though. Offerings of gifts, prayers of thanks (or warding), and activities to please can quell an angered spirit to appease them. Appeased spirits are docile at worst and helpful at best. Just like angered spirits, appeased ones can be of any variety with their motivations all different depending on their ideal. Miracles that are not scientifically explainable, sudden changes of luck or fortune, and ghastly specters guiding Unathi away from harm are all examples of an appeased spirit&#039;s manifestation.&lt;br /&gt;
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To properly give worship to the spirits, an effigy or totem is devoted to a specific clan, ancestor, or spiritual concept. These items of worship are traditionally crafted by a shaman or by the individual paying respect. They are usually crafted out of natural materials like bone or wood and shaped into whatever represents the being of worship. The item of worship should be brought with the worshiper wherever they go or be set up as a small shrine in a home or workplace. On Moghes and abroad, Sk&#039;akh worshippers have stereotyped Th&#039;akh effigies as items of blood magic.&lt;br /&gt;
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The traditional way to pay respects to clan effigies was to shed a single drop of related blood, which in theory strengthens the ancestral connection between the spiritual and the living. Clans in the Izweski Hegemony have been extremely looked down upon for this practice, and it is viewed as heretical. To the traditional spirit worshiper, however, it is a moment of reflection and deep memory.&lt;br /&gt;
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=== Additional Beliefs ===&lt;br /&gt;
The foundation of Th&#039;akh belief is the spirit is the true individual while the body is a vessel that the spirit inhabits. A kyula is instilled within a vessel from the Spirit World during its development in an egg as part of the creation of life and reincarnation process. After death, it either returns to the realm of the dead as a traveling spirit or evolves into a zo&#039;zyola, eventually becoming a Zyola if it stays there long enough.&lt;br /&gt;
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Th&#039;akh shamans near-universally believe synthetics cannot possess a soul and do not even count as living things. No matter how expertly a synthetic may imitate life, it remains a tool; an extremely convincing computer with text-to-speech. Shamans in the extremely small minority who disagree are often shunned by their colleagues and communities. Th&#039;akh believes that, near universally, other species do have souls. Whether or not they play a role in the beliefs of Th&#039;akh is highly contested by both shamans and practitioners of the faith.&lt;br /&gt;
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Th&#039;akh shamans have somewhat mixed views on prosthetic limbs. The belief is that they damage the soul. The said &amp;quot;phantom pains&amp;quot; (supposedly feeling a &amp;quot;ghost limb&amp;quot; after it has been removed in some way, like an amputated arm) led most to believe that, despite physical injury, a creature retains its prior shape after passing away. Due to this, and because of the consensus that synthetic parts cannot possess a soul, many feel prosthetic limbs can maim the very soul of a Unathi— once the limb is replaced with a prosthesis, that part of the soul is lost. In contrast, other shamans feel prosthetic limbs are completely normal and necessary. Because of the decentralized nature of the faith, results may vary when consulting different shamans. There is an overwhelming tendency for shamans to still view those with prosthetics as disabled still, even if they do not view prostheses as a negative thing. Regarding this, Aut&#039;akh are not viewed as inherently evil by Th&#039;akh, but still frowned upon for being heretics and led astray.&lt;br /&gt;
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Th&#039;akh shamans also believe that, due to reincarnation, it is possible for a soul to be placed into an egg that does not match its sex. When this occurs, a Unathi may claim the soul of a different sex than their own; however, recanting this can be seen as extremely dishonorable due to lying, and even claiming this fact about one&#039;s self without a shaman&#039;s agreement may lead to doubt from their clan and peers. Sk&#039;akh does not believe in reincarnation, and thus believes that this is not possible.&lt;br /&gt;
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Non-traditional relationships are frowned on by most Th&#039;akh shamans because of the cultural importance of arranged marriage and one&#039;s duty to continue a clan&#039;s bloodline. Because of the eternal nature of existence in this life and the afterlife, shamans heavily stress the importance of monogamous relationships— eventually, the ghosts of past-scorned lovers can cause problems in their jealousy, or their ancestors could become frustrated with the continued lack of grandchildren! Relationships for shamans are taught as combining three aspects: lust, or physical desire; love, or romantic desire; and duty, or proper desire. The more these three are balanced, the longer and healthier the relationship is for the couple and the entire Clan. With that said, a same-sex couple is not seen as a proper end-goal for many varieties of Th&#039;akh, due to the idea of a duty to perpetuate a clan&#039;s bloodline. This view varies wildly with shamans with some being completely accepting of the concept of same-sex couples being eternal, but most shamans caution against non-traditional relationships in general. Marriage is usually a traditional political contract between two clans to combine their dynasty for Sk&#039;akh and the Hegemony; despite this, there are still no mechanisms in place for same-sex marriages in the Th&#039;akh faith with marriage being viewed as symbolic of continuing both clans through a new, stronger bloodline.&lt;br /&gt;
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==== Items of Power ====&lt;br /&gt;
Th&#039;akh universally believes items can be imbued with power if a soul becomes attached to it. This has a myriad of applications: a sword can be enchanted by the soul of a hero to bless the wielder with a greater warrior&#039;s resolve; an item that is said to bring good luck may be attached to the spirit of an ancestor; a doll may be hexed by a malicious banshee to allow a warlock to curse another creature. It is part of the more superstitious sets of beliefs under Th&#039;akh, and even more casual worshippers buy into mystical believes and folk lore set by their predecessors.&lt;br /&gt;
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Unlike Aut&#039;akh, Th&#039;akh believes that a soul cannot &#039;&#039;&#039;inhabit&#039;&#039;&#039; items, only bond to them. Aut&#039;akh take this Th&#039;akh belief a step further with its doctrines and radical execution of the Th&#039;akh faith.&lt;br /&gt;
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==== Burial Rites ====&lt;br /&gt;
Burial rites are similar on solid ground or in space. If a person dies, the body must be tended to and made as presentable as possible in order to appease the passing spirit, which can often become upset and therefore malicious if they see their former body being defaced. The corpse should have any open incisions cauterized and all wounds should be sealed and treated with gauze or an advanced trauma pack to stop any bleeding. The corpse should then be dressed in a white uniform or the uniform the person died in— whichever is more respectable or available. The funeral should be communal with the shaman overseeing the viewing and encouraging people to share stories of how the person lived a good life. Once this is done, the body should be buried, stored away, or left in a crypt or tomb as Th&#039;akhists often believe any wounds to the body will follow them through to the Spirit World.&lt;br /&gt;
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==== Alien Gods ====&lt;br /&gt;
The Th&#039;akh faith acknowledges the existence of spirits on worlds beyond Moghes, with the gods of various alien faiths being viewed as powerful Zyola of their own worlds. Th&#039;akh practitioners tend to find more common ground with polytheistic faiths, as they often bear more similarities to the spirits they are familiar with - but in general, Th&#039;akh tends to acknowledge the existence of other spirits and other gods. Though there is long-lasting bad blood between Th&#039;akh and Sk&#039;akh, Th&#039;akh doctrine does acknowledge the existence of Sk&#039;akh as a powerful Zyola - simply denying its power as the one true god of the Sinta people.&lt;br /&gt;
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The Th&#039;akh stance on alien religion has played a significant role in the conversion of the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz-Han&#039;san]] to the [[Moroz Holy Tribunal]]. Though many, particularly among the older and more traditional Han&#039;san, bristle at being asked to abandon their old spirits, the idea of paying respect and worship to the Zyola which rules their new home was not a difficult one to adopt in and of itself - after all, what is one more powerful spirit in the vastness of the universe? Among the younger generation of Dominian Unathi, the Goddess is a sign of their new status - a powerful spirit who has aided and protected them when the gods of their ancestors were silent.&lt;br /&gt;
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==== Th&#039;akh and Gender ====&lt;br /&gt;
In Th’akh societies, the traditions and ritual surrounding gender are as infinitely varied as the religion itself. The followers of the Most Honored in the Broken Coalition often will change their genders to better follow in the footsteps of one of their own ancestral spirits in a ceremony involving a ritual of communion with their ancestors; while to the west the followers of the Stone Lords of Zazalai view it as a sacred duty, to be undertaken to better serve a role. Practitioners of Kopesk Th’akh view changing gender as a ceremonial rebirth, with the Sinta in question being bathed in the waters of the Moghresian Sea by shamans to be returned in their new role; while Tza Prairie Th’akhists will often view their Lonely Crusades as an act of gender discovery, with some clans not gendering a hatchling at all until they have completed their trial of adulthood. Gender is a generally much more personal affair in Th&#039;akh than Sk&#039;akh, with religious oversight being often sought-out, but not required as in the Church.&lt;br /&gt;
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== Organization ==&lt;br /&gt;
There are countless sects of Th&#039;akh, and each one is organized differently. Some are more individually-focused, while others are more organized and hierarchal. The shamans of the Kopesk States - now called the [[Torn Cities]] were as organized as any Sk&#039;akh church, ruling the region as a theocracy under their faith. In other regions such as the [[Tza Prairie]], shamans hold largely solitary positions, with one or two shamans attending to the spiritual needs of each clan. There are a few common elements in most of these belief systems, however.&lt;br /&gt;
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=== Shamans ===&lt;br /&gt;
[[File:Unathishaman.png|thumb|An alligator-esque unathi shaman lights an incense and prays. Spirit-gods, often represented with yellow and purple hues, are Th&#039;akh&#039;s iconoclastic and most notable difference with Sk&#039;akh&#039;s belief and reverence of the Three-Face God. &#039;&#039;Art made by Haydizzle, or Petrichor#0098 on Discord.&#039;&#039;]]&lt;br /&gt;
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Nearly every settlement has a village shaman: an elderly person, typically a man, with a special connection to the Spirit World. Practices inevitably vary between them, but there are a couple of constants among most. Shamans consume mind-altering herbs to interact with the realm of spirits and channel their energies into the Material. Clans and even as far back to the time of tribes— a shaman calls upon the spirits to imbibe and bless weaponry and Sinta with their powers and blessings. Markings to pair on these blades and bodies supposedly fill a Unathi with great courage and superior strength. In modern times, due to the scarcity of shamans and the spread-out nature of Unathi, a complex rune or hilt adornment that is blessed and sanctified is utilized instead, touched (supposedly) by a notable ancestor of the wielder.&lt;br /&gt;
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A shaman&#039;s duties in a clan varied, but any important event, such as marriage, birth, a death in the community, a disaster: all of these would see the shaman&#039;s involvement in some way. The spirits are seen to interact with the world in a myriad of ways, and as such, a shaman&#039;s chief duty would be to assuage damage done by them and curry their favor whenever possible. Besides this, these small village priests often lead community projects to better the village, such as gardens, community activities, and education on new situations or for a hatchling&#039;s betterment.&lt;br /&gt;
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Shamans tend towards a simple life and naturally dedicate their efforts to lead their community. Spiritual leaders first and foremost, they often avoid the trifling conflict that comes with politics. The Izweski Nation exploited this, however; they drafted many into the army to make them perform rituals for soldiers, often under duress. After the war ended with the nuclear devastation, the shamans began to be discriminated against by the government, and many are leaving the Izweski nation as traveling shamans or even leaving Moghes entirely.&lt;br /&gt;
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The Th&#039;akh shaman&#039;s wear of choice is most indelibly the maxtlatl, a loan word from Basic, but the closest encompassing term for the robe in a native tongue is a zlukti, or &#039;spirit garb.&#039; Some tribes have differing honorifics for the garments, though each outfit had unifying similarities. Popular adornments include dried and pressed grass, although feathers and studded stones are common too. Each adornment on the chestpiece, whether feathers, stones, or metals, is made by another shaman who has passed away: the more colorful the attire, the older it is. The headgear of the Th&#039;akhist ensemble has a more special component to it. Besides the emulated frills made with straw or feathers, the authentic Unathite skull is from the bones of the previous owner, the deceased shaman that came before. Other cultures see it as barbaric: Unathi believe that this enables shamans to call upon their predecessors&#039; wisdom as spirits to empower them. Interestingly enough, wristguards as a part of the maxtatl did not become prevalent until much later in Th&#039;akh tradition. As time passed and garb was passed down from shaman to shaman, attire became cluttered with adornments. Bracers were designed as a method of adding more charms to remember previous shamans without an outfit becoming too noisy— despite its eye-popping and loud nature.&lt;br /&gt;
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=== The Akhanzi Order ===&lt;br /&gt;
[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]]&lt;br /&gt;
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The Akhanzi Order is the oldest known Th&#039;akh religious group on Moghes. Akhanzi itself translates to &amp;quot;Spirit Wanderers&amp;quot; in the general sense. Historical sites of the Order go all the way back to 1200 BCE, over a thousand years before Unathi ended their nomadic lifestyles and built the first towns. The Akhanzi built their temples in secluded mountainous areas where they were insulated from the greater outside world and able to practice their faiths, nearly unchanged, for thousands of years. The Order focuses on inward perfection of the self with its philosophies stressing the importance of understanding the world (reimagined as &#039;the universe&#039; in contemporary times) and the wishes of their ancestors. They are highly dedicated to knowledge and the preservation of knowledge.&lt;br /&gt;
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Each temple of the Order has a commune of male and female shamans that are dedicated to its maintenance and preservation. When they join the Order, they renounce their Clan name and all ties to their family and other organizations before taking on the title of Akhandi. New recruits serve as acolytes and can be promoted at any time, but by tradition, it usually requires the approval of multiple shamans within the same temple. Temples are dedicated to learning as well as teaching. It is not uncommon for Unathi to pick up the tradition of storytelling, a pursuit honored and revered among Th&#039;akhists. Some Akhanzi shamans even memorize entire books from cover to cover in dedication to the knowledge it contains and to cite its wisdom to others.&lt;br /&gt;
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The shamans live in a symbiotic relationship with their local communities; the people of a village or town bring the temple offerings of food, water, or other material goods. In exchange for being provided for, the shamans, in turn, use their temples as places of learning for all Unathi that ask in fields such as astronomy, history, mathematics, and philosophy. There are also several sections of the Order which teach more physical pursuits, such as martial arts, farming, fishing, or ranching. While technically they will offer lessons to any Unathi that asks, it is traditional for you to provide an offering of food or supplies in a fair exchange.&lt;br /&gt;
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==== Mountain Temples ====&lt;br /&gt;
Temples are ancient and incredibly sacred to the Akhanzi Order. Defilement of the temples is an unthinkable crime. Unfortunately, many of these temples were razed to the ground by the Sk&#039;akh Inquisition in May of 2460, and their archives were lost. Some survivors of the crusade have fled to space and many are congregating in Tau Ceti. There they maintain large community centers that act as libraries, colleges, and living areas for the shamans and to help support the communities in poverty that reside there. The Order is still struggling to restore fragments of its lost archives while having to rely on the memory of the older members who committed texts to memory. Now, they serve as important facilities of education for both Unathi and others within Tau Ceti.&lt;br /&gt;
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== Politics ==&lt;br /&gt;
On a large scale, Th&#039;akh has never wielded as much political influence over Moghes as the Sk&#039;akh Church has. Though there are many Th&#039;akh faithful across the Hegemony, they lack a singular unifying structure to advocate for them, and to exert the kind of pressure that Sk&#039;akh can upon the Hegemon. During the Iron Crusade, many Th&#039;akh shamans were killed by the soldiers of the Maraziite Order, which largely operated unchecked by the Izweski until its fall in 2462. The closest thing to a Th&#039;akh political force was the Akhanzi Order, which was driven from Moghes by the Maraziites.&lt;br /&gt;
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On a regional scale, however, Th&#039;akh shamans have wielded significant political power. The most notable example of this is the [[Torn Cities]], which were a Th&#039;akh theocracy ruled by the shamans known as Storm Heralds prior to the Contact War. Nearly all Th&#039;akh nobles will have a court shaman to act as an advisor on spiritual matters, with some nobles in more cosmopolitan regions such as the Southlands having both a Th&#039;akh shaman and Sk&#039;akh priest present in their court. The greatest political force for Th&#039;akh is concentrated in the [[Tza Prairie]], a majority-Th&#039;akh region ruled by Overlord Azui Hutay&#039;zai, who has put his significant power to use in favor of Th&#039;akh many times - most notably in 2465, when he appointed an Archpriest of the Sk&#039;akh Church in order to swing the vote in favor of paying reparations to the Akhanzi. Whether Hutay&#039;zai will be able to further leverage his influence in favor of Th&#039;akh remains to be seen. &lt;br /&gt;
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== Religious Holidays ==&lt;br /&gt;
Each Th&#039;akh practice has its own set of holidays and relevant rituals, with few being held in common. The most noteworthy of these is one that has spread beyond exclusively Th&#039;akh - the Keeping of Memories, an ancient festival originating in the Tza Prairie thousands of years ago.&lt;br /&gt;
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==== The Keeping of Memories ====&lt;br /&gt;
The Keeping of Memories is a holiday that marks the true beginning of Travakh, the Season of Ancestors, though for the Intergalactic Standard, it is traditionally observed on December 7th. A basic festivity in premise, the Keeping of Memories festival is one for Unathi to celebrate their ancestors and the realm that houses them: the spirit world. Though it has been a recorded celebration for centuries, the exact origins of the event have been lost to the contact war, with only fables and stories from each religion giving guesswork as to where it originated.&lt;br /&gt;
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Traditionally, the day is full of close-knit celebrations to citywide parades, and a majority of Unathi remain unproductive from sunrise to sunset. Feasts are common during this day as one larger meal is prepared in the morning to be enjoyed, allowing the rest of daylight hours to be devoted towards other activities. When food is prepared, portions of it are reserved in remembrance for ancestors who have recently passed, while some food is saved for revered ancestors of note, like clan heroes, renowned warriors, and powerful healers. Food is served to empty seats as Unathi believe the spirits of those lost sit with them on this spiritually-charged occasion.&lt;br /&gt;
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In preparation for the day, Unathi will often decorate their bodies with paint, though with what often depends on the religion. Th’akh (and, by extension, Aut’akh) often choose symbols or names of those in their clan that no longer walk the lands they do. Children usually receive paintings of fables and stories of old that represent virtues they aspire for. Sk’akh and Si’akh are more uniform; emblematic and larger symbols are drawn along the back, chest, or most of their body. These can represent aspects of the Great Spirit, common prayers, or blessings, all things the receiving Unathi hope to gain by showing favor with Sk’akh. Si’akh recently will specifically show somewhat violent depictions of how they view reincarnation and often go for flames as body paintings.&lt;br /&gt;
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Celebrations themselves can vary widely from city to city, clan to clan. Parades themselves often include lively music as a centerpiece, with dancing and song from attendees being commonplace. Unathi tend to do this with other observed holidays outside of Hegemony space, which leads to weird looks and strange gazes from other species. Customs of a clan regarding the Keeping of Memories rarely change, though, and it is a chance for the clan elders to remind and teach the young of their own clan’s history and the significance of their traditions.&lt;br /&gt;
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The holy men of the day remain extraordinarily busy, as one can imagine. Th’akh shamans often anoint clan elders with a blessing of spiritual power so that, in their stead, these Unathi may perform ceremonies and even reach out to the spirit world. Keeping of Memories celebrations lead to the spirit world’s boundaries weakening, Unathi say, and so reaching out to specific ancestors becomes easier to do, with the right offerings and preparation. However, Sk’akh priests do not believe the power they wield can be ‘lent’ as Th’akh does. As a result, these priests are needed in the flesh to perform ceremonies, and to prevent being overworked, a handsome tithe from the entire clan is required to be given to the Sk’akh Church.&lt;br /&gt;
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Despite this, all Unathi share one concrete aspect of the holiday: the retelling of stories. Whether Sk’akh parables, notable memories of ancestors, or ancient fables of healer-shamans and warrior-heroes, Unathi take the occasion to tell stories with one another. It is appropriate for Unathi to share these stories with those they know and people they have never met, for a person never truly dies if their memories live on.&lt;br /&gt;
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[[Category:Unathi]]&lt;br /&gt;
[[Category:Mythology]]&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category: Pages]]&lt;br /&gt;
[[Category: Religions]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sk%27akh&amp;diff=38610</id>
		<title>Sk&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sk%27akh&amp;diff=38610"/>
		<updated>2026-02-23T23:11:59Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&amp;quot;His sword, my strength,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Her words, my guide,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Their will, my sworn duty,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Praise to the Great Spirit.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Excerpt from &#039;&#039;Devotions Of The Three-Faced God&#039;&#039;, an ancient Sk&#039;akh book of prayer&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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Sk&#039;akh, or &amp;quot;goddess worship,&amp;quot; is the second most common religion, which is followed mostly by Unathi from the Izweski nation and enjoys a status as its unofficial state religion. It still reveres ancestors, similar to Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he,&#039; &#039;she,&#039; or &#039;they&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. Traditionally, Sk&#039;akh is gendered according to the circumstances that Their name is invoked - a warrior praying for holy protection would likely call on Sk&#039;akh as male, for instance. God and Goddess are used interchangeably with the Great Spirit to also denote someone’s preferences on Sk’akh. They are also called &amp;quot;the Three of One&amp;quot; because the spirits combine into three Aspects that are all different yet all a part of Ska&#039;kh: the Warrior, the Healer, and the Fisher. These three aspects match the three genders of Unathi society, and serve as personifications of the most important aspects of Unathi life. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life.&lt;br /&gt;
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== Doctrines and Worship ==&lt;br /&gt;
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The pervasive belief among Sk’akh is predestination: the outcome of everyone’s life is already determined, and time moves along in an immutable way. Sk’akh worshipers believe that honorable deeds lead to spiritual reward not only in life but in death. The Beastlands serve as the final resting place for Unathi that fulfill their lives with honorable deeds: they are known as the Anointed. Other afterlives exist for the various other species and their gods. In the Beastlands, the Anointed can enjoy an honest life with their creator. The Great Spirit and their Aspects periodically send ‘xzarak’ (or &amp;quot;messengers&amp;quot; in Sinta’Unathi) to uphold the world and its natural order. Sometimes, these xzarak are sent to those on the Material from the Beastlands in order to deliver divine messages. They tend to represent one of the Aspects of Sk’akh, whether the might of a Warrior or the skilled craft of the Fisherman. Sk’akh remains a unified faith, with the Church of Sk’akh being the final authority on all matters regarding new religious doctrines that must be declared. This used to be High Priest Unzi, but currently falls on an interim council of Archpriests to vote on affairs until a new High Priest is declared.&lt;br /&gt;
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=== Myth of Creation ===&lt;br /&gt;
The creation myth for Sk&#039;akh follows that after the universe was born, it was cold and dark and empty, without any value. Over time, the first living things walked across creation. These first souls were deeply alone and isolated, and when they died, they entered an empty spirit plane with nothing to guide them. In both life and death creation was chaotic and without meaning. Eventually, even the stars, without purpose and order, fell from the sky and began to burn creation to cinders. Three wise elders, the first Fisherman, the first Healer, and the first Warrior came together in the spirit realm and declared that order must reign in a chaotic universe. Merging their souls together they formed Sk&#039;akh, who became the custodian of creation. Sk&#039;akh is the source of duty and purpose. It is by His command that the stars remain in the sky, that the rivers flow, and the arrow flies. It is by His command that the Beastlands, the Chained Wastes, and other afterlives for beings of all kinds came into being. It is by His command that Unathi learned to work together as the Aspects once did. Thus, everything came into being.&lt;br /&gt;
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This myth makes Sk&#039;akh followers scornful of the Th&#039;akh, who they see as encouraging the chaos that came before Sk&#039;akh. Beings that defy the demands of order in the universe are scorned by Sk&#039;akh and their spirit is left to perish in the Chained Wastes, eventually becoming forgotten or even becoming an evil entity until their sins are punished fully.&lt;br /&gt;
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=== The Beastlands and Other Afterlives ===&lt;br /&gt;
The Beastlands and the Chained Wastes are said to be two of many afterlives layered over the Material Life. However, their connection to the Material World is not uniform; in some places, there are stronger presences of these afterlives than others. This realm of the dead harbors all spirits, and only the strongest, both evil and good, may cross over into the Material Plane without any sort of special help.&lt;br /&gt;
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The Great Spirit resides in their Empire, collectively known as the Beastlands. Unathi that are righteous in life are sent to their kingdom to forever live in harmony with their creator. Previously known as the Hunt of Harmony, this idyllic lifestyle is a reward for doing right by the Great Spirit on the Material Plane and enduring the sins of other folk. It is described as a rolling plain that stretches on forever, dotted with tall grass, beautiful oases, and wonderful animals to hunt and tame. Once an inhabitant of this plane, Unathi enjoy their lifestyle until feeling fulfilled; after reaching this peak of comfort, they can join Sk’akh to help guide future Unathi.&lt;br /&gt;
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Conversely to the Beastlands, the Chained Wastes are a blight. Punished souls arrive here chained to the hot and scorching sand— the Wasteland is often alluded to as being the Chained Wastes of the Material for this reason. Vengeful spirits of Sk’akh remain here to punish those that have done wrong, revelling in their torture as it remains retribution for these spirits’ misdeeds in the last life. After tortured for some time, those with good in their hearts are rarely allowed to join others in the Beastlands. However, it is considered the final resting place of many souls. Some are said to escape, the most evil of spirits, to return to the world and wreak more havoc, harm Sk’akh’s chosen, and even lure people away from their beliefs.&lt;br /&gt;
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=== Doctrines ===&lt;br /&gt;
One of the foundations for Sk&#039;akh beliefs is the soul is the actual person, and the body is a vessel it inhabits. The Great Spirit instills a newly created soul within a hatchling as it develops within the egg. Sk&#039;akh&#039;s creations are viewed as perfect, with many disabilities being viewed as the malignant interference of evil spirits. Treatment of such things is often handled by priestesses of the Healer, who view the alleviation or curing of such things as a holy mission of Sk&#039;akh.&lt;br /&gt;
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For robotics, Sk&#039;akh doctrine goes farther than the Th&#039;akh generally do, believing even full-body cyborgs to be without spirit. To ardent Sk&#039;akh, the concept of borgification is to have your soul sent to the Chained Wastes.&lt;br /&gt;
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Priests always frown on prosthetic limbs and augments, believing them to be unnatural. Aut’akh are seen as a horrible heresy, even compared to the tamer and more reasonable Th’akh, in the eyes of the Church. The Sk’akh Church encourages its followers to preach to these heathens, or else they will be damned to oblivion forever.&lt;br /&gt;
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Marriage between any Unathi is seen as fine and proper to the Sk’akh Church, with same-gender marriages being part of Sk&#039;akh doctrine for centuries. Since certain marriages are seen as being under the jurisdiction of specific Aspects (men under the Warrior, women under the Healer; and a marriage of two fishers, or a man and woman under the Fisher), each marriage is also seen as a boon or a sign of favor from said Aspect. Some marriages are arranged in this way to bestow certain blessings on both clans, should it not be something chosen by the people getting married off.&lt;br /&gt;
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Sk&#039;akh priests take a hard stance against biological augmentation. The Church posits that any &amp;quot;gene-boosting&amp;quot; utterly obliterates the person to have any claim to pride or glory and that they should instead be mocked as insecure and boastful. The Church also condemns manipulation of a hatchling still within an egg for anything that is not medically necessary. A &#039;designer-hatchling&#039; is a profane act against Sk&#039;akh. It is a profound arrogance for any person to claim to know the path of an unborn Sinta better than the one Sk&#039;akh had laid out for them. Medical Acolytes of the Healer are the most staunch and strict on this matter. Biologically augmented Unathi are extraordinarily rare as a result outside of children, due in part to this belief and the fact it is new for most Unathi.&lt;br /&gt;
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==== Statues, Shrines, and Monuments ====&lt;br /&gt;
Sk’akh is unique to the other religions because Sk’akh practitioners utilize shrines in order to worship the Great Spirit and their Aspects. Shrines are common for households, clans, and even villages if they are particularly poor. Constructed of stone for the base and ornamented with wood, metal, and gems (again, depending on who has constructed it), they are a method of offering and venerating Sk’akh and their Aspects for Unathi. Monuments are common for poorer clans and villages, as they take no likeness to Sk’akh’s image outside of inspiration and imagination. These have the most discrepancies in their designs and are rarely if ever sanctioned officially by the church. Statues are the most expensive and can be found anywhere in a public city or institution that can afford it within the Hegemony.&lt;br /&gt;
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Shrines and statues are so commonplace that they can even be made in smaller versions of marble, clay, wood, and other materials to carry around with someone wherever they go. It is not uncommon for Unathi to bring these miniatures to place somewhere where they work or live temporarily when traveling, to have something to honor Sk’akh with wherever they go.&lt;br /&gt;
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==== Views on the Tribunal of the Goddess ====&lt;br /&gt;
While sharing some similar core beliefs, such as the Three of One concept and an overarching God, priests of the Church of Sk’akh look upon the Tribunal with scorn and contempt due to the Unathi that partake in it. They hold that humanity has diluted the beliefs of Dominian Sinta and caused it to take such an unnatural form to what it was before. The Goddess is recognized as being an entirely different concept from the Great Spirit; moreover, a recent doctrine was established that recognized the existence of other gods for other species, yet stated that these gods belonged to those species and should not be worshiped by aliens. Therefore, with this choice, they hold that Dominian Unathi are heretical— if not as much as Aut’akh or Si’akh.&lt;br /&gt;
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==== Burial Rites ====&lt;br /&gt;
Burial rites require the body to be treated with respect and any open wounds sealed or cauterized. A priest oversees a funeral process and gives a sermon on the individual, which are traditionally communal affairs, assuring the attendees that the individual in question will join their ancestors in the Great Spirit after the ceremony. The funeral ceremony finally begins by placing valuables onto the body, and then the body is offered to Sk&#039;akh through violent and roaring ritual flames. The spirit may eventually find its way out of the body, however cremation will assist the spirit in the process.If someone dies a good person, they join Sk&#039;akh and become a part of the Great Spirit. If someone dies an evil or wicked person they are barred from joining Sk&#039;akh, doomed to go to the Chained Wastes where they will receive millenia of torment until finally being redeemed. These spirits tend to become malicious and hateful near the beginning of their torment and are easily twisted into seeking ways of escaping their just torment. When they do so, they come back to the Material and attempt to ease their suffering by inflicting it on others. Spirits that end up doing this are said to be a lost cause forever.&lt;br /&gt;
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=== Worship of Sk&#039;akh ===&lt;br /&gt;
Regular worship is communal with Unathi clans or villages coming together for feasts, festivals, and even regular services to give thanks to their ancestors and Sk&#039;akh for good tidings, or to ask for favors or assistance in life, with a priest to guide the service and provide interpretation of Sk&#039;akh’s intentions. These priests also help deliver Sk’akh’s message from ancestors in the Beastlands to those that wish to, or need to, hear it. The worship of the Great Spirit is either done as a whole if there is no particular point of worship concern or to a specific Aspect on certain topics. Even in foreign lands, statues at any Sk’akh church are available for taking and buying, and as such, they have been commodified in a cheap version for purchasing in foreign space, too.&lt;br /&gt;
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The Great Spirit is depicted as a three-headed being with three sets of arms and a long, coiling tail; their design can be seen as being passed down to their Aspects as well, since the Warrior inherits their multiple arms and the Fisherman carries their long tail. They are draped across the torso in a himation, depicted in neither masculine or feminine traits for a Unathi, and draped with a coif over the eyes for every head. Despite never showing Sk’akh’s eyes in official imagery, the Church promotes the belief there are three eyes under each coif, with the third one being in the middle of the forehead and slitted vertically rather than horizontally. Each head is one of the Aspects’ heads: they are green, red, and black, from left to right. The scales of Sk’akh’s body are described as being the metals and gems of various kinds, though statues often omit this detail and use one type of metal, especially on smaller, cheaper ones.&lt;br /&gt;
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Sk’akh’s Great Spirit is represented by a triangle, typically with a sword, a staff, and a fishing pole intersecting each side of the triangle. This imagery, barring this barebones representation, is the most diverse thing about the religion with artists of all types doing their own takes and ideas of this concept. The Church even encourages these arts— provided the artist themselves are not uncouth or of bad standing in society.&lt;br /&gt;
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==== The Warrior Mukari ====&lt;br /&gt;
The Warrior is a figure represented as being the ideal male Unathi with four arms. He often uses these arms to carry a sword, a shield, a holy symbol such as a metal bar with a coiled top, and  lute; the Warrior’s many arms allow Him to defend the Healer and the Fisher. This Aspect often takes up the role of an arbiter, handling disputes either with His words or His weapons. He is a red-scaled Unathi donned in splint armor, ringed with silver and platinum, and in some cases, a bow or rifle with intricate designs of animals hunting each other is depicted on His back. Fights, conflict, and strife are all matters that people worship Him for. However, the Warrior is revered for things such as festivals, coming of age ceremonies for men, and ritual combat. His statues are almost universally common around dueling grounds, and His imagery and symbols are common at ceremonies.&lt;br /&gt;
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The symbols of the Warrior are the sword and the lute. Some colleges and institutes are dedicated to teaching the Way of the Warrior in Skalamar to anyone that wishes to learn and can pay. Some focus on music and storytelling, such as theater and orchestra, and others take on rough training and lessons in conflict resolution. A rare few of these colleges even blend both arts to train a Unathi to become a warrior-poet: a skald. Skalds almost exclusively are reserved for nobility that take up the mantle of becoming a warrior, or those that are skilled enough to become Kataphracts. Even those that believe in Th’akh are permitted within some schools— if they do not speak up against the religion in place there.&lt;br /&gt;
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==== The Healer Simi ====&lt;br /&gt;
The Healer is the pinnacle of femininity in Sk’akh belief. She has a quarterstaff or bo staff in one hand and a tome in the other with a satchel at Her side; Her wit carries the Healer, and Simi’s knowledge and supplies are what lets Her heal the Warrior and the Fisher. She is a green-scaled Unathi that dresses elegantly— though, notably amongst most outside observers, rarely revealing scales— the Healer carries Herself with elegance and grace. Her outfit of choice is a flowing dress that goes down to the ankles, sometimes covering the feet almost entirely. Simi’s eyes are blindingly bright like gems; the eyes of the Healer cannot see, yet they are said to be able to pick apart a person’s intentions with a glance, such as discerning truth, lie, and rumor. Good health, life, death, and learning are what Unathi turn to Her for in their rituals and actions. She also presides over coming of age ceremonies for women, milestones of age for Unathi, and blessing surgeries and medical operations.&lt;br /&gt;
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The symbols of the Healer are her whitewood staff and her leather tome. The staff is a twisted branch of whitewood and represents wisdom, as only the most wise in Unathite societies have staves, typically. Her tome is a reference knowledge, and it is a leatherbound book decorated well with a woman and man standing above a prone man, tending to him. Schools of medicine are a popular choice for women. Those that do not marry when they are of age pursue these avenues and carriers should they prove some talent in them. As a result of this, any Sk’akh-dominated institution will have a statue erected in Simi’s honor.&lt;br /&gt;
&lt;br /&gt;
==== The Fisher Verrix ====&lt;br /&gt;
The Fisher remains someone shrouded in clothes, leaving most of their form hidden. Remaining slender with a long tail, he uses it in order to grab onto things and never lose his balance. Otherwise, Verrix carries a fishing pole over one shoulder and a sickle in the other. They are usually depicted as a plain, black-scaled Unathi. A hood dons over Their long, dorsal frills, a long dark blue color that is said to shimmer and shine in the sun like fish scales. The Fisher&#039;s arms and legs are covered in plain wrappings with muted colors as well. Using Their sickle to reap plants of use and his fishing pole to collect food, Verrix is a veritable worker that provides food and supplies for the Warrior and the Healer. They are regarded when hard work, craftsmanship, the harvest, and nature are topics of worship. Verrix is celebrated during times of harvest and large feasts, arduous and long projects, and before, during, and after hard trials and challenges.&lt;br /&gt;
&lt;br /&gt;
The symbols of the Fisher are Their fishing pole and silver sickle. Guild halls are especially dedicated to the Fisher, and any Sk’akh-leaning guild will have Their imagery everywhere that can be found to remind their workers of what hard work looks like in the faith. Hydroponicists are especially committed to their devotion of Verrix, seeing as Their xzarak moderate the harvests and nature itself. Otherwise, artists turn to Them for inspiration in their crafts, hope that their work pleases Them, and pray they will become successful.&lt;br /&gt;
&lt;br /&gt;
=== Rituals of Sk&#039;akh === &lt;br /&gt;
The rituals of Sk’akh are universal and rarely waver. There are prayers and words of wisdom for any situation with most priests being wise in specific areas of the faith. Most interestingly, the various Aspects of the God are referred to or revered as individual people as the focus of different prayers, hymns, rituals, and offerings. Those focusing on the Warrior often are thankful for the passing of time and the seasons in addition to those revolving around conflict; the Healer is regarded for the cycle of life and death and for— as one may have guessed it— healing; the Fisherman is given thanks for reaping things from nature and for giving back to nature as well as travel.&lt;br /&gt;
&lt;br /&gt;
Sk’akh’s name is invoked for major points in someone’s life: officiating a marriage, after a time of great ruin, the birth of a child, and so forth. Other events are done at the discretion of the one looking to host one, but they may come at an exorbitant fee for the one looking to host at a chapel or church.&lt;br /&gt;
&lt;br /&gt;
==== Dances of the Warrior ====&lt;br /&gt;
The Warrior is the most lively of the three Aspects. Words in reverence to Him are typically evocative and filled with imagery, and those particularly smitten by His Aspect take up poetry, song, and other verbal arts. Anything that is more than a verbal affair tends to be a physical expression. Two aspirants and warriors sparring in homage to the Great Spirit may look more graceful than the typical fight; people relate these fights to dances, as two warriors in fierce combat can resemble a ballroom dance more than a vicious spar. As such, some Unathi attempt to emulate this by focusing on showing grace in combat. It becomes more interesting in choreographed fights— and, as a side, can make a well-trained Unathi an appealing choice for both live-action and CGI fights.&lt;br /&gt;
&lt;br /&gt;
One popular prayer is dedicated to whenever someone wakes up or before they go to sleep, done routinely:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Song of the Sunstones&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    As my time slows still,&lt;br /&gt;
    The Burning Mother&lt;br /&gt;
    Burns bright and fulfills&lt;br /&gt;
    The Moon’s slick borders.&lt;br /&gt;
&lt;br /&gt;
    And now, the Sun will&lt;br /&gt;
    Rise again, further,&lt;br /&gt;
    Once I sleep and kill&lt;br /&gt;
    The restless slumber.&lt;br /&gt;
&lt;br /&gt;
    O Warrior, in night,&lt;br /&gt;
    Bring me further light,&lt;br /&gt;
    Dawning on the edge&lt;br /&gt;
    Of crowning yester.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another prayer dedicated to the Warrior is customized by the needs of whoever is chanting it, but always begins with the following phrase: &amp;quot;My Warrior, claws wielding the Blade of Her Holiness, bestow me [a] borrowed boon.&amp;quot; This line is used in what is called the Champion’s Chant, a prayer dedicated to the Warrior before an important conflict or challenge will occur for the reciter.&lt;br /&gt;
&lt;br /&gt;
==== Dedications of the Healer ====&lt;br /&gt;
Those that show reverence to the Healer rarely make a verbal commission to her; instead, acts are considered the most sincere form of worship to the Healer. Charity and kindness are dedicated to her name, and as such, it is not uncommon for nobles to go through what is considered &amp;quot;routine charity&amp;quot; by giving in a specific way as a tokenistic act of keeping the Healer appeased. However, most people see that it is not the value of the act that matters, but the importance of it. Buying food for someone is not as meaningful as cooking a meal for them, for example. As such, thoughtful acts are appreciated more by those in the Church for giving thanks to this Aspect.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, the Healer does still have some prayers and mentions. They often remain in a rhyme and to the point with sophisticated language. The most common one is for someone recovering from an injury or that has fallen ill:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Ease of Disease&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    Keep vigilant eyes over those bordering the Beastlands,&lt;br /&gt;
    My Healer and my Grace,&lt;br /&gt;
    Do not let Your meticulous methods stray Your slow hands&lt;br /&gt;
    And take those out of place.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively, singing is (not officially) used as a means of showing gratitude to the Healer as good singers require precise pitch in order to deliver a perfect performance. The few prayers that are given to Simi’s Aspect are often done through song by disciples as a result.&lt;br /&gt;
&lt;br /&gt;
==== Tributes to the Fisher ====&lt;br /&gt;
The Fisher, like the Healer, appreciates words less than another tactic: offerings. Food is the common way to show reverence to the Fisher, whether leaving a piece of every meal to the earth or rivers, pouring (some) drinks over the earth, or feeding better food to livestock. Open braziers provide ways for burning the offerings— which can also be particularly-coveted plants, incense, and expensive spices— the smell is said to waft through the air and please the Fisher and their xzarak. The way the offering is presented depends on what is being asked of the Fisher: if it’s for blessing a yield of food, typically the food is burned; blessings for long commutes are done by pouring a drink on the ground, to soften the earth one is about to walk; if someone is about to partake on a hunt, the Fisher and Warrior are both regarded with a hearty feast and a whole plate offered up to the Fisher. In later years, the Fisher has also come to represent the skilled artisan crafts that are required of Unathi culture, such as blacksmithing, glassblowing, jewelry, and other crafts.&lt;br /&gt;
&lt;br /&gt;
The lines coming from prayers for the Fisher often are heavily drenched in metaphor, simile, and allusion. The following is the beginning of a prayer that is offered at the end of a good harvest: &amp;quot;While nature is constant, its blessings are not. As the tides of life and fisheries recede and draw in, we can only pray the food is fat and filling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some prayers are also offered for a long journey. One recitation, in particular, can be used for the reciter, or for someone they know that is traveling: &amp;quot;Winds provide a current to blow away storms; waters replenish my body like a river; earth yield to my claw-falls; fire from the Burning Mother keep me warm and energized for every step I take.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Sk&#039;akh and Gender ===&lt;br /&gt;
In the Izweski Hegemony and other Sk’akh societies, changing of gender is generally a religious matter, overseen by a Sk’akh priest of the relevant Aspect. A three-day ceremony of fasting, meditation and reflection on the threefold nature of the Great Spirit is required, after which the individual in question will be formally declared as their new gender by the grace of Sk’akh. In Church literature, the act of changing gender is referred to as “Transcendence of the Sublime Barrier”, and is believed to bring one closer to understanding of Sk’akh. Often this ritual is practiced in seclusion by Sk’akh priests - for only in understanding the threefold Aspects can one understand Sk’akh in Their entirety. This ritual is required for those wishing to become Priests of the Aspect, to bring the acolyte closer into alignment with their chosen face of Sk&#039;akh. In times past, it was required for a High Priest to spend a period as each gender, in order to truly understand the threefold nature of Sk&#039;akh. This tradition has fallen out of practice during the age of the Izweski Hegemony, however.&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
&lt;br /&gt;
The Sk&#039;akh Church has seen power increasingly centralized into a handful of influential priests in the last few decades with the High Priest being a mere honorary title for a priest that oversaw ceremonial rituals for the Hegemony&#039;s royal family. This status quo came to a surprising head in 2458. [[Notable Unathi#Yizra Unzi, Exiled High Priest|High Priest Yizra Unzi]] used a moral panic on Moghes over alleged cultist infiltration to begin an inquisition across the Hegemony. Once the court chaplain for the Izweski, Unzi used this cult scare 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. After a dramatic confrontation with the Izweski family itself, the resulting negotiations created an agreement that reformed the Sk&#039;akh Church. &lt;br /&gt;
&lt;br /&gt;
Unzi&#039;s reign would collapse in 2462, during a conflict with former Hegemon S&#039;kresti Izweski which would see the Maraziites disbanded and the High Priest sent to die in the Wasteland. Since then, the Church has been leaderless, ruled over by the Archpriests. In 2464, Overlord Azui Hutay&#039;zai appointed Archpriest Akale Roeruz to fill the absent seat of Archpriest of Tza - allowing the Archpriests to break the deadlock they had been caught in. A new High Priest has not been appointed yet, but with the Church seemingly rising to prominence once again it is only a matter of time.&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh priests universally consider synthetics to be devoid of a soul, and thus they cannot be considered living beings. In December of 2457, the Council of Teht was held, in which an assembly of Sk&#039;akh priests mandated this as doctrine for the faith. While a minority of priests argued against this, they were overruled by the majority and forced to accept their views.&lt;br /&gt;
&lt;br /&gt;
=== Church of Sk’akh ===&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;
The Church of Sk’akh is a formal organization that has almost evolved into a bureaucracy of sorts within the last decade. It is run as a tight ship with inspections of churches and the priests running them, measurements of tithes taken and checked for fraud, and reports on worshiper counts being done frequently. Each church has very similar parallels, and while the specific activities and local events done out of a given church will vary widely, their functions, responsibilities, and worship all operate the same way.&lt;br /&gt;
&lt;br /&gt;
==== Affairs of the Church ====&lt;br /&gt;
The Church is staffed exclusively by the clans of its priest(s), or by Unathi that are interested in someday becoming a priest themselves. As such, it is typical for a clan’s job to be running a chapel, collecting tithes, running community events, carousing with nobility for the Church’s agenda, and other duties. A church at the local level does not do much to impact the decisions of the Church of Sk’akh as a whole.&lt;br /&gt;
&lt;br /&gt;
A church will hold biweekly summons, typically interspersed as evenly as possible and with the attempt to work on days that work the best for the community. For example, if near a fishing guild, sermons may be held near the middle of the day due to the early hours the guild spends in a hatchery or aquaponics farm. During these summons, people of the community interact, share tales, ask the priest or priests and their peers for guidance, and share food. On a day of summons, it is considered appropriate to eat and to bring food to share if able. Additionally, the meal of the day is reserved for sharing with everyone at a chapel or church on a day of summons. The priest, or one of them if there are multiple, will then host a discussion on a topic of their choosing and weave in one of Sk’akh’s words of wisdom or draw attention to certain details the Church of Sk’akh puts out. Sometimes this will begin with summarizing the latest information the Church has put on the Extranet, though this is not always the case. This is interspersed with prayer, singing, offerings to the Great Spirit and their Aspects, and collecting tithes (once every week or so).&lt;br /&gt;
&lt;br /&gt;
Churches and chapels are also the ideal location for a marriage occurring under Sk’akh. The specific affairs of the wedding are often left to clans to decide upon, such as spilling blood from each spouse into a bowl and pouring it, a friendly competition, or eloquent professions of admiration and love. Each priest mimics the same role in officiating the marriage, bestowing a blessing upon the newly-wed couple on behalf of Sk’akh, and offering the usual priestly services in addition to coordinating guests and performers around the space.&lt;br /&gt;
&lt;br /&gt;
Grand Priests and their clans have more sway in affairs. They collect tithes and send a portion back up the ladder, but they can otherwise use money to renovate existing churches, hold important festivals and ceremonies to attract new followers, or run emergency events, such as in the wake of a tragedy to mourn or otherwise pray over. Archpriests collect the rest of the tithes in the same way, but they have the power to construct new churches or tell the Grand Priests how to spend their funding, if needed. Additionally, they can help weigh in on important decisions for the faith in the case of new rulings or responses to galactic issues. The High Priest has ultimate authority on all things within the Church, and currently, there is no set way to remove him from power. Due to the formation of the Sk’akh Church and how Unzi has departed, there has been intense internal strife about how to elect a new High Priest and if there should be internal reform of the Church before that is realized.&lt;br /&gt;
&lt;br /&gt;
==== Ranks of the Church ====&lt;br /&gt;
Typically to become a priest, you must seek and obtain a Mastery of Sacred Theology in a major Unathi university first. The degree takes three to four years to obtain. With this, you can apply to enter the Church of Sk’akh, with recommendation from a noble, and begin training in its ministry. This process of training can take anywhere from three to seven years depending on the student, how quickly they learn, and how much time they devote to studying. This entry level is known as a Peer of Sk’akh. Peers are sent out on work exchanges for up to two years after they have completed their training, to spread the word of Sk’akh to Sinta across the galaxy. Time abroad is meant to be the final test: either the galaxy reaffirms your beliefs, or you are turned away from the Church.&lt;br /&gt;
&lt;br /&gt;
After becoming a priest, most people stay at this position for some time. Promotions from here can vary, either into becoming a Maraziite, joining the Priests of the Aspect, or looking to be promoted to a Grand Priest or further. At this point, the Church becomes more corrupt; regardless of a priest’s religious intuition and knowledge, their cunning and some political navigation will get them much further in the ranks of the Sk’akh Church.&lt;br /&gt;
&lt;br /&gt;
The Church of Sk’akh has developed a similar power structure to feudal lords in that the clans of prominent priests within the Church help organize and run regions of Sk’akh’s influence, whether it be for a single town to a whole region of the Hegemony. The hierarchy is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Church of Sk&#039;akh Hierarchy&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* High Priest: The leader of the Church and earthly voice of Sk&#039;akh. This position is currently held by [[Notable_Unathi#Korza_Azandar,_Sk&#039;akh_High_Priest|Korza Azandar]], former Archpriest of the Southlands.&lt;br /&gt;
* Claws of the High Priest: A circle of advisors chosen by the High Priest to aid him in decision making, similar to a lord&#039;s council.&lt;br /&gt;
* Archpriest: The leaders of the Church, beneath only the High Priest in power. Traditionally, each Archpriest is appointed by an Overlord, and handles all Church affairs in their Overlord&#039;s demesne. Currently there are five Archpriests - four on Moghes, and one on Ouerea.&lt;br /&gt;
* High Aspect Acolyte: The leader of one of the three Orders of the Aspect. They make decisions for the specific orders within the Church and report directly to the High Priest. While they are technically their own order, Priests of the Aspect that run chapels are treated the same as other priests, barring the cases their specialized knowledge is needed.&lt;br /&gt;
* Grand Priest: The director of a diocese. Makes more local decisions such as renovating churches and missionary outreaches into majority Th’akh towns.&lt;br /&gt;
* Guildmasters: The leader of a branch of the Maraziite Order, now disbanded.&lt;br /&gt;
* Priest: A priest assigned to a specific town, district or region.&lt;br /&gt;
* Chapter Master: The leader of a Maraziite chapter, now disbanded.&lt;br /&gt;
* Peer: a disciple in training.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Archpriests ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Each Overlord of the Hegemony is permitted to appoint an Archpriest - though the High Queen [[Zkaii, The Sleepwalker|Zkaii]] has declined to do so, and the [[Zazalai Mountains]] have an Archpriest despite lacking an Overlord. This council of five stands under the High Priest, managing the affairs of the Church on a regional or planetary basis.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Akale Roeruz, Archpriest of [[Tza Prairie|Tza]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A Sk’akh missionary, Akale Roeruz spent most of his life trying to spread the word of the Great Spirit in the Tza Prairie, to little success. He oversaw a small church in Kutah, for the few Sk’akh faithful of the city, before being appointed as Archpriest of Tza by Overlord Hutay’zai, in the hope of swinging the vote in favour of reparations to the Akhandi Order. Personally, he is reported to be a very traditional Unathi who favours the Aspect of the Fisher, believing in the virtues of diligence and industriousness - which has led to an odd friendship with Overlord Hutay’zai, despite the latter’s strong Th’akh faith and dislike of the Church.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Koszkahe Oklaal, Archpriest of the [[Izweski Heartland|Heartlands]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Born to a noble clan of Baandr, Koszkahe Oklaal has risen over decades through the Church’s ranks, having skillfully balanced the demands of the Hegemon, Overlord Sirax and High Priest Unzi for years prior to the latter’s banishment. Now, he has taken on a position as an unofficial representative of the Archpriests in political matters - seeking to rebuild the Church as a power in its own right. He is often criticised for opportunism, with many viewing him as emblematic of entrenched corruption within the Church - but he has skilfully worked within his role, and his supporters claim he is the only reason that the Church remains a political power at all after Unzi’s failure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eizkra Khanak, Archpriest of the [[Southlands]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Appointed by Overlord Miazso in 2466, Eizkra Khanak is a former Grand Priestess of the Healer from Teht. She is a renowned scholar who served with the Church for nearly thirty years prior to her appointment, having graduated a master doctor of the House of Medicine in 2429 and sworn to dedicate herself to the Healer shortly afterwards. She has played an instrumental role in the maintenance of the Grand Library, and has personally funded numerous historical and archaeological expeditions into [[the Wasteland]], to preserve as much pre-war history as can be found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kharan Malza, Archpriest of [[Zazalai Mountains|Zazalai]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The only Archpriest not appointed by an Overlord, Kharan Malza was raised to the position of Archpriest in 2462 by High Priest Unzi, after consultation with the lords of the region - believing that a strong Church presence was needed to stand against the growing Si&#039;akh cult. Malza is a militant, having served as a Priest of the Warrior for nearly thirty years prior to his appointment, who has spoken in favor of a reformed Maraziite Order - believing that in times when madness and corruption such as Si&#039;akh and Aut&#039;akh run rampant, the Great Spirit requires an army of the faithful to enforce Their will. Despite this, he was reportedly not a supporter of Unzi&#039;s, having later decried the former High Priest as a man who sought personal power and glory, rather than the glory of Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iloso Azente, Archpriest of [[Ouerea]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Called a radical by many, Iloso Azente leads the Church on Ouerea, having been appointed by Overlord Zik&#039;san in 2463. His beliefs have been claimed to verge on heresy, preaching of how Sk&#039;akh blessed the fighters of the Ouerean Revolution and how those who wield power against their own people have abandoned the path of the Great Spirit. Regardless, Azente is charismatic and popular among the Sk&#039;akh community of Ouerea, even if the Church on Moghes may look down on him. Azente is known to have fought in the Ouerean Revolution, though little about his specific participation has ever been unveiled. He is a personal friend of Overlord Zik&#039;san, and has been one of the strongest voices calling for reformation within the Church and the Hegemony itself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Priests of the Aspect ===&lt;br /&gt;
Some Sk&#039;akh priests also try to embody one of the Great Three: a Priest of the Aspect. They become great paladins, skilled doctors or surgeons, or even aquatic farmers. On top of their studies in theology, a Priest of the Aspect takes additional years to study their chosen field on top of this degree or study both fields in tandem. As a result, a Priest of the Aspect is typically older in their relevant field than other entry applicants. However, training into the Sk’akh Church as one of these shamans will guarantee jobs within the Hegemony and abroad due to the high prestige of the institution and their reputation of professionalism and efficiency. Priests of the Aspect are each required to be the gender matching their aspect, with new acolytes required to undergo a highly secretive ritual of transition to further understand the Aspect that they dedicate their lives to.&lt;br /&gt;
&lt;br /&gt;
Priests of the Warrior of the Warrior are near-universally highly respected, and form a small, elite fighting force that is on par with some of the finest warriors of Moghes. They go into battle with intricate hymns drawn across their armored plates while chanting to Sk&#039;akh for their blessing in the battle. However, in recent times due to the lack of conflict, many have taken to fighting off malignant ghosts that try to disrupt the lives of the living. Others act as travelling martial trainers, or have taken on positions with the Kataphracts or Navy. Priests of the Warrior usually study techniques of mediation and conflict resolution as their honor and position are often called upon to settle disputes, both violent or otherwise. They are headquartered in Keep Mukari, an ancient Sarakus fortress several days from Baandr, where the priesthood trains for when they are called to battle once more.&lt;br /&gt;
&lt;br /&gt;
Priestesses of the Healer traditionally study medicine, stating that the anatomy of creatures is sacred and cannot— should not— be altered genetically, mechanically, or otherwise. This is what lends Dominian Unathi away from genetic enhancement; Medicinal Acolytes of the Healer are often the ones who starkly oppose the Aut’akh the most due to their harsh views. They also act as scholars and historians, keeping the records of the Church and its history. They are headquartered in the Simiite Reliquary of To&#039;ha&#039;dat, a vast library holding the complete records of the Sk&#039;akh Church, which is generally very difficult to gain access to for those outside the Church&#039;s ranks.&lt;br /&gt;
&lt;br /&gt;
Priests of the Fisher are also known as Spirit-Guides, a play on words in Sinta’Unathi due to the words for ‘spirit’ and ‘river’ sounding similar. They travel from town to town and offer their expertise to help show new techniques and ways of raising fish in hatcheries. Their goodwill and assistance is seen as a form of missionary work in the Sk’akh Church and is how they keep their reach relevant, even in Th’akh communities within the Hegemony. They are headquartered in Baandr, where they are largely responsible for the upkeep and operation of the Baandr College of Spirits.&lt;br /&gt;
&lt;br /&gt;
=== The Maraziite Order ===&lt;br /&gt;
Also known simply as &amp;quot;the Order,&amp;quot; the Maraziite Order was 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, following the revelation that a secretive religious cult had infiltrated the Hegemony government. In its short existence, it arrested several hundred individuals and seized many tomes and documents that Maraziite authorities claim are evidence of cult involvement.&lt;br /&gt;
&lt;br /&gt;
Maraziites were commanded by the High Priest of the Hegemony, directly overseeing a small council of Guildmasters appointed by himself. Prior to the disbanding of the Order, the Guildmasters formed an elite council under the High Priest and advised him on the day to day matters of the Order specifically. They also commanded the overall operations of the Order through their subordinates, the Chapter Masters. Chapter Masters ran individual Chapters of the Order in their specific settlement or City. They oversaw the Maraziite officers and were responsible for the efficient running of their Chapter. Individual officers are merely referred to as Maraziites. The officers are often called the Iron Masks because of their tendency to wear iron masks while on patrol.&lt;br /&gt;
&lt;br /&gt;
Qualifications to become a Maraziite were, outside the obvious need of being a follower of Sk&#039;akh, at least minor experience in law enforcement, military experience, the priesthood of the Church, or a completed Apprenticeship in a university. After applying, a Maraziite Fledgling was put under a quick, extensive interview and investigation. Upon completion, they were assigned to a Chapter and sent to enforce the law of the Great Spirit upon the souls of the Hegemony.&lt;br /&gt;
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Maraziites are now considered an unofficial group— in the eyes of the Hegemony. In the wake of the Izweski Civil War of 2462, High Priest Unzi of the Holy Sk’akh Church and Hegemon Not’zar Izweski turned on each other over accusations of Not’zar’s sibling going missing in a short and fiery conflict. Lords and noble clans were forced to choose between their religion and their Hegemon when blades clashed. The aftermath provided a clear victor: Unzi’s collection of power was not enough to challenge the status quo, and he fled the Izweski Hegemony. Condemned to the Wasteland, hired by the Dagamuir Freewater Company as tail-turners, or taking to the corner of the stars to hide from their dishonor, the Maraziites are pushed out and away from the Church they were formerly a part of.&lt;br /&gt;
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== Politics ==&lt;br /&gt;
&lt;br /&gt;
The politics of the Sk’akh Church have been tied to the Hegemony since the days of the Sarakus, with Archpriests having wielded nearly as much influence as Overlords in the past. Every recorded Izweski Hegemon has been crowned in the Scept of Skalamar, and part of the Hegemon’s full title is “Chosen By The Grace Of Sk’akh”. The Church has historically been tied to Izweski education, and played a major role in the enforcement of the Sinta’Unathi language across the Hegemony. Traditionally, the High Priest of Sk&#039;akh has always had a seat as one of the Hands of the Hegemon - though this position is currently unfilled, due to the absence of a High Priest.&lt;br /&gt;
&lt;br /&gt;
With the rise of High Priest Unzi, the Church wielded incredible power, with the Maraziite Order acting with near-impunity against heretics, blasphemers and enemies of the faith. This would be short-lived, however, as Hegemon S’kresti crushed the Church during their attempted coup in 2462. Since then, the Church has floundered, with much of its political power lost and a strict prohibition from Hegemon Not’zar preventing the rebuilding of a military force outside of the existing Priesthood of the Warrior. The Maraziites are condemned to exile, with many having fled Moghes to act as pirates or mercenaries in the wider Orion Spur.&lt;br /&gt;
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It would be a severe mistake, however, to discard the Church’s role in politics due to their current state. Many lords and commoners alike are devoutly Sk’akh, and its influence can be felt nearly anywhere that Unathi can be found, from Gakal’zaal to Biesel. Though the Hegemony may not hold much influence in offworld Unathi communities, the Church maintains a great deal of influence on most worlds with large Unathi populations, with the Grand Priest of Valkyrie technically having the largest diocese in the entire faith. Sk’akh missionaries work to spread the faith in traditionally Th’akh regions such as the Tza Prairie and the Torn Cities, and the faithful increasingly call upon the Church to defend them from the threats which plague the modern age. With the Archpriests finally breaking their deadlock and moving towards raising a new High Priest, the Church is moving to restore its status as a political power once again.&lt;br /&gt;
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== Notable Locations ==&lt;br /&gt;
The Sk&#039;akh Church is an ancient institution, with many sacred sites across Moghes. Beyond the spiritual, there are several scepts and strongholds of Church influence throughout Hegemony space, the most notable of which are responsible for hundreds of thousands of the faithful.&lt;br /&gt;
&lt;br /&gt;
=== The Third Scept of Skalamar ===&lt;br /&gt;
Also referred to as the Great Scept, the Third Scept is the center of the Church - home to the High Priest, and the spiritual rock upon which the faith is built. It has been destroyed twice in Unathi history - once in a time long before the Hegemony, and a second time during High Priest Unzi&#039;s attempted coup of the Hegemon. Regardless, it has been rebuilt each time, and the full wealth and power of the Church is on display within its hallowed halls. It is an enormous building, home to hundreds of priests and acolytes, and as well-protected as any lord&#039;s castle. Though a city of Skalamar&#039;s size holds dozens upon dozens of smaller scepts and churches, the faithful will flock from every corner of the city to worship at the Great Scept.&lt;br /&gt;
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It is believed that the Scept is built upon a holy site, the place where Sk&#039;akh stood in the days before time and issued Their doctrines to the Sinta&#039;Unathi. While historians have called the literal possibility of this into question, the truth remains that the Scept is one of the oldest buildings in Skalamar - and by some accounts, even predates it, with the First Scept believed to have been built in a city that stood long before Skalamar itself was ever built. It has been burned, besieged and assaulted before, but it remains an unrivaled monument to the Church, and the power it still holds.&lt;br /&gt;
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=== Keep Mukari ===&lt;br /&gt;
&lt;br /&gt;
Located several days north of Baandr, Keep Mukari is the headquarters of the Priesthood of the Warrior. Once a fortress built by the Sarakus Hegemony to guard against assault from one of its many rival kingdoms, the Church acquired it during the War of the Honored Alliance. The specific structure is not widely known, as only initiates of the Warrior are permitted to set foot inside - but it is known to be highly fortified and home to hundreds of battle-hardened priests at any given time. The last time that the fortress saw a direct siege was during the Contact War, when a Traditionalist Army managed to cross the Zazalai Mountains and attempted to capture Keep Mukari. The fortress held for three weeks, until the army of Baandr was able to lift the siege. During High Priest Unzi&#039;s reign, the Maraziite Order petitioned to be granted Keep Mukari - a request which was repeatedly denied.&lt;br /&gt;
&lt;br /&gt;
=== Simiite Reliquary ===&lt;br /&gt;
&lt;br /&gt;
Located in the city of To&#039;ha&#039;dat, the Simiite Reliquary is the headquarters of the Priesthood of the Healer, and one of the oldest libraries on Moghes. It contains the near-complete historical records of the Church, including many pieces of information that have long since been lost to the knowledge of other scholars. Only anointed Priestesses of the Healer are permitted inside the archive, though any who come seeking knowledge may request a specific volume from the priestesses who keep the facility - a difficult task when its contents are only known to its keepers. Little information is known about the Reliquary, though it is enormous and believed to extend deep underground, having been renovated in the 22nd century to protect its contents in the event of a potential nuclear strike. The keepers of the Reliquary are chosen from among the most dedicated Priestesses of the  Healer, and traditionally serve for life.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi Educational Institutions#Baandr College of Spirits|Baandr College of Spirits]] ===&lt;br /&gt;
&lt;br /&gt;
Located in the city of Baandr, the Baandr College of Spirits is one of the main educational institutions of the Church. Those seeking to become priests are required to earn a Mastery of Sacred Theology from the College, and many among the more devout nobility will often study there. Unusually for Unathi institutions, it has traditionally been open to noble and commoner alike - though earning entrance without joining the clergy was always far easier for the former than the latter. It is maintained by the Priesthood of the Fisher, and the order is traditionally headquartered there, with many of the priesthood taking teaching positions at the College.&lt;br /&gt;
&lt;br /&gt;
=== First Scept of [[Valkyrie]] ===&lt;br /&gt;
The center of Sk&#039;akh worship in Tau Ceti, the First Scept of Valkyrie is one of the largest offworld Sk&#039;akh institutions, rivalling even the Great Scept in its stature. Located in the Valkyrie Exchange Terminal, Sk&#039;akh Unathi from across the moon will often travel there for services, with many of them viewing it as an imporant lifeline connecting them to their cultures and homeworld. The Grand Priest of Tau Ceti dwells in the Valkyrie Scept, and is responsible for the oversight of other Sk&#039;akh scepts and churches throughout the system. Though a mere Grand Priest, the leader of the Valkyrian Church has influence to rival the Archpriests, and there has been increasing demand among the Bieselite faithful calling for the official appointment of an Archpriest of Tau Ceti.&lt;br /&gt;
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== Religious Holidays ==&lt;br /&gt;
=== Day of the Warrior ===&lt;br /&gt;
Held at the start of Versakh, and traditionally observed on December 9th by the human calendar, the Day of the Warrior is a time of vigorous feasting, drinking, and celebration of the life which the Warrior defends. Traditionally, the day is celebrated with public contests of skill and strength, with sport duels and grand melees being common. Many Unathi folk heroes are said to have won the eye of a lord at a Warrior’s Day festival, and from there risen to find honor and glory in battle. Later in the evening, it is traditional to write and burn prayers to Sk’akh, as well as messages to the spirits of those who died in battle, thanking them for their honor and diligence in defending those who remain on Moghes.&lt;br /&gt;
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Among Sk’akh Guwandi, the Day of the Warrior is a time of peace, when the mission of an honorable death is discarded and no Guwandi may draw their blade. It is spent in meditation and reflection upon a Guwandi’s disgrace and dishonor, and in prayer to Sk’akh that when they finally reach an honorable death, they may be granted entrance to the Beastlands.&lt;br /&gt;
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=== Day of the Healer ===&lt;br /&gt;
Held in the cold of Travakh, August 14th by the human calendar, the Day of the Healer is a day of charity and goodwill. Traditionally, the faithful either donate resources or volunteer to assist those less fortunate, showing veneration of the Healer through good works and kindness. Later in the evening, displays of music and singing are customary, as the Healer is believed to be pleased by such things. A Healer’s Day celebration is considered a time to reflect on the beauty and fragility of life, and to give aid to those who need it. Traditionally, it is a time for Guwan to plead their cases before their clan or another, in the hopes of finding atonement for their life of dishonor.&lt;br /&gt;
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The Day of the Healer holds special significance to many Unathi after the Contact War, and is often filled with songs and prayers to heal the wounds of Moghes. To Unathi offworld, it has become emblematic of peace and hope, that one day their homeworld might be mended.&lt;br /&gt;
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=== Day of the Fisher ===&lt;br /&gt;
Held in the middle of Kasavakh, March 12th by the human calendar, the Day of the Fisher is considered a time for rest, reflection and community. Clans will traditionally gather, and Unathi away from home will often seek to return to their ancestral lands to spend time with clan and kin. Priests of the Fisher will travel Moghes, preaching the word of Sk’akh, and the importance of clan, kin and people in maintaining the order of the world.&lt;br /&gt;
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Among the clans themselves, feasting, drinking and merriment are traditional, as well as the exchange of gifts. A Fisher’s Day gift is traditionally handmade, and of spiritual significance to the recipient - though in the modern age, the giving of pre-purchase gifts has become somewhat more common. Offworld Unathi will make the effort to return to their clans on Moghes if they can afford it, and if not will simply make contact as best as they can - the root of the holiday is togetherness and community, after all.&lt;br /&gt;
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[[Category:Unathi]]&lt;br /&gt;
[[Category:Mythology]]&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category: Pages]]&lt;br /&gt;
[[Category: Religions]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=38609</id>
		<title>Notable Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=38609"/>
		<updated>2026-02-23T23:11:45Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[Ouerea]]. &lt;br /&gt;
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==Myths and Legends==&lt;br /&gt;
The majority of Unathi legends follow the feats of individuals and their impact on the world. They stress the importance and abilities of single individuals, and carry with them moral lessons that tend to reinforce Unathi cultural ideas.&lt;br /&gt;
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=== Kazani: the First Guwandi ===&lt;br /&gt;
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Kazani Guwandi, born &#039;&#039;&#039;Kazani Kaxedun&#039;&#039;&#039;, is an ancient figure who is believed to have been born sometime between &#039;&#039;&#039;300 BCE to 20 CE&#039;&#039;&#039;. Born before the Sarakus Hegemony, he was the first of two sons of a small noble family that ruled over the village of Kutah. He was raised as the heir to his Clan’s lands and spent his youth in a comfortable life in luxury. Coming into his teenage years he began to fall subject to fits of rage, often exploding on people and physically attacking them for even the smallest provocation and earning a reputation as a brutal person. His father sent him to be trained as a warrior in the hopes of giving him an outlet for his anger. He was trained for years as his instructors tried to bring discipline to the Prince. During training he would fly into a berserk rage and maul his sparring partners. After nearly killing one of them, his father finally just sent him off with the army to fight their Clan’s enemies in the constant battles they fought to defend their lands.&lt;br /&gt;
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Kazani became a feared warrior within just a few years. He would work himself up into a frenzy before battle, gnashing his teeth and screaming at the enemy. He was known to charge without orders, smashing into the enemy lines and hacking away at them with his sword and bashing them with his shield. He quickly rose to command the Kaxedun army in his &#039;&#039;&#039;late 20’s&#039;&#039;&#039;, and always personally lead from the front line and was the first to make contact with the enemy. Under his leadership and with his seemingly unstoppable strength the Kaxedun clan quickly expanded and seized much surrounding territory. By the time Kazani inherited the role of Clan-Leader once his father died, &#039;&#039;&#039;he was barely in his 30’s&#039;&#039;&#039;. Despite his prestige and power however, he was never offered a wife as all Clans knew of his violent ways and refused to allow their daughters to be put at risk at the hands of such a savage person.&lt;br /&gt;
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His brother, Trazli Kaxedun, one day came to his brother and demanded that he be given half of the Clan’s lands to govern himself. Trazli had no lands of his own, and had grown jealous of his older brother. This set Kazani into a rage and he attacked his brother immediately, killing him on the spot.&lt;br /&gt;
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When the rage subsided, Kazani looked on the body of his brother and realized what he had done. He dropped to his knees and wept for the Ancestors to forgive him.&lt;br /&gt;
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He soon abandoned his Clan, renouncing all of his titles and possessions. He wandered off into the wilderness, taking on the name Guwandi, which loosely means ‘clanless gladiator’. He travelled the globe, looking to die in battle to redeem himself. With each duel he fought, he hurled himself into it intent to win. He knew that if he simply meekly accepted death that he would never redeem himself for his fratricide. Kazani spent years trying to die in battle. For an entire decade he walked Moghes, slaying foe after foe. He grew increasingly desperate, provoking entire bandit parties, town militias, and even whole armies to face him in the field, alone. Each time he fought viciously’, often over entire days without rest, his sword never dry.&lt;br /&gt;
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By the time he was &#039;&#039;&#039;40 years old&#039;&#039;&#039; and reaching the twilight of his life, he looked back upon his many conquests and uncountable victories, and wept. Kazani was cursed to be unbeatable, and knew he would never find peace or redeem himself before the Ancestors. &lt;br /&gt;
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One day Kazani came before a wandering shaman in the unknown wilds. Kazani was desperate for a fight, and fell to his knees before him. Kazani explained his curse and begged the shaman to lift it so he could die in battle. The shaman listened intently and finally asked what Kazani would to have done with his remains when he died. Kazani said he wanted to be buried at his Clan’s former estate next to his brother. The shaman agreed, and said he would lift Kazani’s curse if Kazani would fight him to the death.&lt;br /&gt;
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Kazani, despite knowing the shaman would surely die, was desperate enough to accept. When they began the duel, Kazani hurled himself at the shaman. But the shaman deftly dodged out of the way and struck Kazani in the back of the head with his walking staff. Kazani fell forwards and hit his head on a rocky outcropping, killing him instantly.&lt;br /&gt;
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Slain by one of the High Elders of the Akhanzi order, Kazani was finally found to have died in battle and his sins redeemed. He was reunited with his brother and the Ancestors and they joined Sk’akh to live in the eternal afterlife.&lt;br /&gt;
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===Tryazali Kres&#039;ha&#039;nor===&lt;br /&gt;
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Tryazali was born in 949 CE to a minor noble family in what is modern day Baandr. He is credited in Unathi myth as founding the first Hegemony. Information about Trizarki comes from the epic The First Prince and the Night Queen written 1572-1602 CE. According to the epic, when Tryazali was 26 he became separated from his hunting party out in the mountains. He wandered for five days and five nights, unable to find food, water, or shelter. As he was about to die of exposure he was saved by a mysterious tribe of all-female warriors. After he had been nursed back to health by three of the tribe&#039;s healers he was taken to meet with their queen, who styled herself The Empress Of Night. She was a ruthless and cunning leader with an azure-colored hide and pure white eyes who claimed to possess magical abilities and a strong spiritual connection to the ancestors. She had been known to lead her tribe of warriors on various raids of the neighboring cities and keep her village hidden in the deep forests in the mountains. After her talks with Tryazali, she demanded that he repay the debt he owed them for saving his life. She tasked him with the rescue of her eldest daughter, who had been kidnapped by a nobleman in S&#039;th. The Queen promised many blessings for the safe return of her child Raz&#039;ha, but warned Tryazali that should he deviate or try to escape from his debt, she would place a curse on him that would doom him and his clan for as long as they tread upon Moghes. &lt;br /&gt;
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Tryazali eventually learned the whereabouts of the princess, who was being held as a slave to the Lord of S&#039;th, Taraz Jy&#039;haza, keeping her as an exotic curiosity due to the color of her hide, which was a rich azure color. Tryazali would later storm the Lord Taraz&#039;s castle and demanded a duel for ownership of Raz&#039;ha. Lord Taraz rebuffed him and sent out his own soldiers, but one by one they fell before the skilled Prince. Eventually Lord Taraz accepted the challenge after overhearing whispers of cowardice amongst his court. According to the epic the resulting duel lasted two entire days before Prince Trazali slew Lord Taraz. Victorious, Tryazali then proclaimed himself the new Lord of S&#039;th, liberating the city and freeing Raz&#039;ha. Before returning her to her mother, the two ended up falling in love, and she elected to remain with Tryazali, becoming queen of S&#039;th and taking the name Kres&#039;ha&#039;nor with her mother&#039;s blessing. Tryazali expanded the influence of S&#039;th and eventually created the First Hegemony. He died at the age of 53, in the year 1002 CE. The Kres&#039;ha&#039;nor Hegemony after him continued to grow and dominate most of Moghes.&lt;br /&gt;
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===Shizarsa Ksi&#039;ka===&lt;br /&gt;
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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;
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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;
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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;
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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;
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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;
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Ksi&#039;ka&#039;s wild spirit was reigned in by Gri&#039;zarsuth over the following year, and the barbarian savage was transformed into a proper princess. At the end of the year she was brought before Gri&#039;zarsuth&#039;s father, who marveled at the change a man could bring such a wild woman. She was allowed to live, and eventually married Gri&#039;zarsuth.&lt;br /&gt;
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== The Contact War ==&lt;br /&gt;
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===Don&#039;zai Azarak===&lt;br /&gt;
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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;
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Prince Azarak received extensive education from a young age, showing promise and charisma. When he was 16 he was sent to the University of Darakath to become an Apprentice for the Guildmaster of the university, where he also received his education. While attending university he would be bethrothed to his future wife, Princess Wei&#039;za from the northern kingdom of Izgwani, and they would marry when they were both 20, in 2428.&lt;br /&gt;
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They had two hatchlings six months after the marriage ceremony, giving Don&#039;zai two children; the male Don&#039;ziki and female Yuiza. Don&#039;zai immediately fell in love with his children and became famous for his elaborate and lavish displays of affection. Using his influence as Prince and heir of the Kingdom he managed to persuade the University of Darakath to rename two new campus buildings after his children. He also spent excessive funds on having the baby rooms renovated with elaborate decorations and furnishing, famously including a small fountain in his son&#039;s room and hydroponic trays growing a variety of colorful, exotic plants in his daughter&#039;s room.&lt;br /&gt;
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Don&#039;zai&#039;s father died when he was 24, in 2432, and Don&#039;zai was crowned King. Though he professed a desire to continue his studies and delegate matters of state to his staff, the unprecedented event of alien life visiting Moghes forced him to take a leave of absence from his studies and take on official duties as King.&lt;br /&gt;
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The human and Skrell expedition that made contact with Moghes in 2433 was done in the Izweski Nation, which was the world&#039;s sole superpower and Hegemony.&lt;br /&gt;
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Knowing they had the only functioning spaceports and access to the greater galaxy, Don&#039;zai sent repeated requests to the Izweski to have an Azarak representative sent to humanity and the skrell to speak for his Kingdom but each time he was rebuffed, with the Izweski taking on a patronizing and condescending attitude to his Kingdom.&lt;br /&gt;
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Azarak called a summit of all world leaders in late Versakh (April relative) of 2433. The summit took place in Tisxaclas, the capital of his allies, the Izgwani, where he gave his infamous speech and single-handily managed to become a global icon and the poster boy of the anti-Izweski bloc.&lt;br /&gt;
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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;
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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;
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King Don&#039;zai Azarak spent the week on a journey back to Darakath, facing incredible danger as command and control began to collapse across the planet. He became separated from his retinue and was forced to travel alone, most of his travel spent on foot.&lt;br /&gt;
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Don&#039;zai managed to make it back to Dakarath, which had been spared from atomic attack by virtue of its defenses. However his journey saw him afflicted with severe radiation poisoning, and he spent the remaining duration of the Contact War too weak to be effective, effectively bedridden.&lt;br /&gt;
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Don&#039;zai refused all medical treatment, forbidding a doctor to enter the grounds. When his wife tearfully begged him to let the doctor in to provide anti-radiation treatment, he is quoted to have said, &lt;br /&gt;
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&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;
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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;
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&amp;quot;Care for our children, Wei&#039;za.&amp;quot;&lt;br /&gt;
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=== Hegemon S&#039;kresti Izweski, &#039;&#039;The Fallen&#039;&#039; ===&lt;br /&gt;
Born in Skalamar in 2380 CE, S’kresti was the eldest son of the prior Hegemon. Coming of age in an uncertain world, S’kresti rapidly distinguished himself as both a warrior and a statesman, rising to the position of Lord’s Claws in his father’s court. When the prior Hegemon passed away, S’kresti quickly secured his claim to the throne, defeating rival claimants in a series of duels which won him the respect of the Skalamar nobility. His skill in battle, and his fierce charisma, earned him the moniker of “S’kresti the Strong”. Shortly after his coronation, he married Lady Rakta Sirax, the eldest daughter of a powerful [[Izweski Heartland|Heartland]] noble clan. They would have four children - Yakt, Not’zar, Z’krazki and Rzasul Izweski. Though S’kresti was a harsh father to Not’zar, he took great pride in his other children, viewing Yakt in particular as much like his younger self.&lt;br /&gt;
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S’kresti presided over First Contact with humanity and the [[Skrell]], and was careful to keep alien presence under Izweski control for as long as he could. He secured a monopoly on offworld trade, and invested heavily in outfitting the Hegemony’s armed forces with imported alien weaponry. Under his reign, the Hegemony began to see the benefits of interstellar society flow to them, as S’kresti’s investment oversaw the construction of the first spaceport on Moghes. The Hegemon massively expanded the space program and Ouerean colonization efforts, intent on securing the Hegemony’s position as the first and only spacefaring power of the Unathi people.&lt;br /&gt;
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The Contact War was the defining event of S’kresti’s reign. He took an active role in command of Izweski forces, seeking to finally crush the Traditionalist Coalition and bring all of Moghes firmly under Izweski control. With the nuclear exchange, these plans vanished, reducing nearly sixty percent of Moghes to what is now the Wasteland. Nevertheless, S’kresti sought to preserve Unathi society and culture, while expanding the nation’s influence into the stars. By offering pardons to pirates, he built the beginnings of the Izweski Navy, leveraging the newfound force to drive the Solarians and Skrell away from Ouerea and return it to Izweski control. Under his rule the navy was massively expanded, colonization ventures outside [[Uueoa-Esa]] began, and it seemed that the Hegemony would secure its place as an interstellar power.&lt;br /&gt;
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This would change in [[Unathi_Recent_Events#Death_of_Heir_Yakt:_Rise_of_S&#039;linzar|2458, when Yakt Izweski perished in a shuttle crash]]. As a result, Not’zar Izweski became the heir apparent - which would soon lead to a crisis as S’kresti fell into a coma. Eventually, Not’zar was able to seize the position of Lord Regent, which he would hold for three years as S’kresti remained comatose.&lt;br /&gt;
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In 2462, [[Unathi_Recent_Events#The_Hegemon_Wakes!_(2461-2462)|the Hegemon woke from his coma]], reclaiming his throne and dissolving Not’zar’s authority. However, the man who awoke was not the same Hegemon remembered by the people of Moghes - S’kresti gave warmongering speeches, spoke of driving the Wastelanders from reclaimed territory, and converted to the beliefs of Si’akh, which led to a bitter conflict with the Sk’akh Church. As other lords rose in rebellion against the Hegemon, he sought to use the Navy to reduce their cities to rubble - an act that would be cataclysmic for the already ruined world. Before the order could be carried out, his youngest son Z’krazki drew his sword and killed the Hegemon, bringing an end to the reign of S’kresti, now dubbed “S’kresti the Mad” by the wider populace. He would be succeeded by Not’zar Izweski, the current Hegemon.&lt;br /&gt;
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Though his madness and the civil war he caused are what many remember S’kresti by, others look upon his earlier reign with fondness - remembering a Hegemon who was unafraid to get his hands dirty, and was willing to fight to the last to secure the Unathi people a place in the modern Spur. Many of those who find Not’zar’s style of rule distasteful reminisce fondly on S’kresti’s reign - a sentiment common amongst rebel organizations such as the [[Unathi_Crime_And_Enforcement#The_Champions_of_Moghes|Champions of Moghes]].&lt;br /&gt;
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== Contemporary ==&lt;br /&gt;
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=== Not&#039;zar Izweski, &#039;&#039;Izweski Hegemon&#039;&#039; ===&lt;br /&gt;
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[[File:Not&#039;Zar.png|thumbnail|Portrait of Not&#039;Zar Izweski, circa 2458.]]&lt;br /&gt;
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At 22 as of 2460, Not&#039;zar is the second oldest child to the Hegemon and his First Wife. He become the new Heir to the Hegemony after the death of his brother in a shuttle crash in may of 2458. Not&#039;zar Izweski chose to seek an education in Sinta&#039;studies (Unathi Humanities) and pursued a bachelors in Sinta&#039;Philosophy in the University of S&#039;th before his duties as Lord-Regent forced him to suspend his studies. &lt;br /&gt;
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As an infant he was struck with The Rot, a deadly viral infection passed from breeds of Moghean birds that almost claimed his life as an infant. The next 5 years were spent on a hospital bed as a sickly child barely clinging to life. The Rot causes Unathi scales and even the rest of the hide to rot and fall off, leaving open wounds and necrotic tissue while it also harms muscle growth while weakening tendons. Every day specialized surgeons had to remove more and more infected tissue to contain the spread of the Rot. &lt;br /&gt;
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Not&#039;Zar survived the disease and spent his entire childhood in physical rehabilitation. He was unable to stand at all, and his condition was an open secret - the Hegemon S’kresti refused to let Not&#039;Zar socialize with anyone outside the castle courtiers. S’kresti was deeply ashamed at having a crippled son. When Not&#039;Zar was 13 he told his father than he wanted to stop rehabilitation because it wasn&#039;t working and he was still unable to walk. S’kresti dramatically pulled him out of his wheelchair and dangled Not&#039;zar out a castle window, telling Not&#039;Zar that if he ended the rehabilitation then he wouldn&#039;t have a cripple for a son. The incident made a fearful Not&#039;Zar continue the rehabilitation, and after years of more grueling rehabilitation he was able to walk once more when he was 15.&lt;br /&gt;
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While he was able to keep all of his limbs and regained the ability to walk with assistance from his cane, it&#039;s believed that his continued physical weaknesses from muscle damage and general weakness leave him unable to meet the standards of physical fitness to join the military and military academies that are traditional for Izweski to graduate. In addition, he is constantly battling aches from the weaknesses in his muscles and bones, needing oxycodone to get through a typical day.&lt;br /&gt;
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Not&#039;zar Izweski is extensively traveled, entering the core of human space for the first time when he was 16. Many close to the young Prince have said he indulges heavily in human and skrell cultures. In his Creative Writing Workshop at the university he created several illustrated fantasy stories which were popular with the human expats studying abroad on Moghes, which include &amp;quot;Mecha Battle on Luna&#039;s Torment&amp;quot;. &lt;br /&gt;
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His true potential wasn&#039;t fully realized until the fateful events of May 6th, 2458. On that day his brother Yakt and his wife died in a shuttle crash. During the funeral Not&#039;Zar&#039;s father became inconsolable and eventually fell into a deep depression culminating into a coma. Legally Not&#039;Zar was now the heir, but a brother in-law, S&#039;linzar, quickly seized the moment and declared himself the Lord-Regent before Not&#039;Zar could seek his claim.&lt;br /&gt;
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The succession crisis split the Hegemony down the middle and Not&#039;Zar quickly had to maneuver the dangerous political climate. Not&#039;Zar had his immediate family quietly flee Moghes. Not&#039;Zar spent the rest of May navigating court intrigue and rallying support for his claim. He managed to retain an alliance with Lord-Admiral Trazarial Yizarus. Yizarus had the unique strength of commanding the HMV Cataclysm of the 1st Fleet; the most powerful warship in the Hegemony. Ickza attempted to purge the government of Not&#039;Zar loyalists but was unable to drive a wedge between the stubborn Trazarial despite declaring Trazarial a traitor and seizing all his assets on Moghes. These events lead to a dramatic stand-off in orbit of Moghes, as the loyalist 1st Fleet stared down the 2nd Fleet, commanded by Yizarus&#039; brother Azikyui.&lt;br /&gt;
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Through clever political posturing, Not&#039;Zar managed to hold onto his claims for long enough that he had secured enough allies to create a serious threat to the Ickza&#039;s power. Rather than risking a full blown civil war, Not&#039;Zar cleverly took advantage of S&#039;linzar&#039;s pride by calling him weak and challenging him to a duel. The proud S&#039;linzar agreed, and in a key mistake, allowed Not&#039;Zar to bring to battle &#039;whatever he could carry&#039;.&lt;br /&gt;
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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;
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S&#039;linzar surrendered and ceded his claims and titles, restoring the title of Lord-Regent to Not&#039;Zar.&lt;br /&gt;
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During his reign, Not&#039;Zar has shown an unwillingness to use force to resolve disputes. He is also openly critical of ancient Unathi customs and traditions, and his desire to trust in an inherent goodness in Unathi has made him come off as patronizing and naive. However, Not&#039;Zar is by no means as a coward. When the Maraziite Order besieged his family&#039;s personal castle in Skalamar, he stood firm and repelled several attempts by the inquisition to breach the gates. However, Not&#039;Zar&#039;s cool head prevailed as he forbade the city garrison from interfering, which he feared would have spilled out into open violence throughout the city.&lt;br /&gt;
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His negotiations with High Priest Unzi have directly lead to the Sk&#039;akh church being given legitimacy as a political force.&lt;br /&gt;
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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;
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=== Yukal T’zakal, &#039;&#039;Guildmaster of Hephaestus&#039;&#039; ===&lt;br /&gt;
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[[File:Tzakal.png|thumbnail|Hephaestus poster featuring Yukal T&#039;zakal, circa 2464. Art by Lavillastrangiato.]]&lt;br /&gt;
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Born in the city of Imas’hi to an urban noble clan in 2422, Yukal was never seen as someone with a grand destiny, just a mediocre life as a member of a struggling noble clan as tensions rose around Moghes. Yet, today he is arguably the most powerful man in the Hegemony, controlling the operations of the megacorporation that has a stranglehold monopoly over the nation; Hephaestus Industries.&lt;br /&gt;
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Yukal’s young life was full of the bliss of pre-war Moghes, and as an urban noble, he had better access to education than most of the population. It was during his education that Yukal found a passion for something; engineering. The young Sinta loved to take things apart to figure out how they worked, and created small machines for his amusement. Eventually Yukal’s teachers and parents both took interest in this passion, and as the Hegemon at the time was in desperate need of engineers to help Moghes catch up to the rest of the spur in the 25th century, they enrolled him in a engineering course at the age of 14, where he would learn the trade from the far more advanced humans and Skrell. This course would challenge Yukal, but again and again he would succeed, proving himself to be a brilliant engineer. Eventually his education ended, and he returned to Moghes with a goal to help the Hegemon bring the world into the 25th century. 5 months after returning home, the contact war began.&lt;br /&gt;
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Yukal witnessed the horrors of the contact war in person, as engineers once intended to enlighten Moghes were repurposed into creating engines of war for the Hegemony, and once it had escalated to nuclear war, ways to more efficiently destroy the enemy in what had become a desperate fight for survival. It is unclear how this experience changed Yukal, as he rarely discusses it, and then it is normally to remark on how some feat of engineering was accomplished, instead of what his work meant for his species.&lt;br /&gt;
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Once the contact war ended however, Yukal looked beyond his home planet, now ruined by war, and to the stars. He managed to get a job with Hephaestus Industries, who at this point did not have the relationship with the Hegemony they now have, and was shipped across the stars to the Sol system itself, to work in the Ceres Shipyards. Slowly, painfully, and with his skills, he managed to climb the ranks of Hephaestus from engineer to one of a select few chief engineers who managed the whole shipyard. Many humans were surprised at a Unathi so far into human space, but his skill and the trust Hephaestus placed in him kept him there. Eventually he caught the eye of an up and coming CEO, Titanius Aeson, who would move Yukal, now a chief engineer, to a posting as a sector administrator for the Hegemony, where he would truly shine.&lt;br /&gt;
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Hephaestus within the Hegemony had been struggling up until Yukal’s arrival, but he quickly reorganized it, turning it into a well oiled machine that was slowly building its way up to a big finale, an action that would shape the Hegemony for decades to come. Under Yukal’s supervision Hephaestus slowly grew its influence, until in 2465, he was given the title of guildmaster, and Hephaestus ascended to become a total monopoly over the Hegemonic economy, with Yukal still at the helm.&lt;br /&gt;
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Today, Yukal holds the keys to the Hegemonic economy in his hand. He has a reputation through-out the company as an incredibly hard worker, regularly working 14 hour days, who also likes to crack jokes during meetings and speeches. While theoretically Aeson’s equal, he still takes orders from the CEO, following his wishes. Still, his power cannot be denied. He is a symbol for the Unathi species, having ascended so high in a human corporation, through hard work, dedication, and patience. Most know him only through propaganda put out by Hephaestus, but all Sinta know Yukal represents what the species can be, if they have the will to seize it with the help of their human friends in orange.&lt;br /&gt;
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=== Hizoni Izweski, &#039;&#039;Izweski Spymaster&#039;&#039; ===&lt;br /&gt;
[[File:HizoniSpymaster.png|thumb|Hizoni Izweski in her spymaster regalia, sporting a silver crown. She is known to flaunt her wealth often, and keeps an air of elegance around her.]]&lt;br /&gt;
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Perhaps the most feared woman or Sinta within the Hegemony, Hizoni controls a network of informants, spies, and assassins that stretches across the surface of Moghes and even across the stars to distant colonies. She was born in 2440 on Ouerea as the third daughter to Guildmaster Keicacu Razi, headmaster of the Merchants Guild and owner of Razi-Snax. As an azure, she has been seen as the beauty of her clan and gained the most attention— earning her an education in the ways of women from her mother and caretakers. After her teachings, she was put into diplomatic situations to defend the Merchant&#039;s Guild from hostile subterfuge. Her upbringing allowed Hizoni to grow up within the halls of power, acquainting herself with the elite of the Hegemony during the final days of the Contact War. She rose to prominence when she defended the Hegemon from two would-be assassins by slaying both and destroying the murder plot. Since then, on top of her elevation to the Hegemony’s Spymaster, Hizoni enjoyed &#039;&#039;very&#039;&#039; close relationship with Not’zar, though nothing official was been announced between the two for a long time. In 2465, however, the Hegemon proposed marriage, which Hizoni accepted - with the two marrying in the Third Scept on May 14th, 2465. &lt;br /&gt;
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Hizoni’s political pursuits and leanings are unknown; she will seemingly flop back and forth between different camps depending on the issue, always remaining unpredictable. Many speculate this is the result of political maneuvering, giving her support to a cause for favors in return, which she uses to shore up the Hegemon’s precarious position. She does not openly front any group, and it is unknown if any beyond her spies plead their cases with her. Her relationship with her brother Sakax is strained, and it is speculated that the two have all but cut off contact with each other.&lt;br /&gt;
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The most powerful woman in the Hegemony with the least media presence, much of Hizoni’s life is a mystery to the outside world, even after bards began to try and watch her every move due to her marriage to Not’zar.She rarely speaks publicly, preferring to instead use one of her vast retinue of other spies to speak in her stead. Many view her as duplicitous and untrustworthy, though in the same breath many also admit that a spymaster should probably be so. Since her marriage to the Hegemon, she has made a few more public appearances - though largely, she seems to still prefer to stay out of the spotlight.&lt;br /&gt;
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=== Azui Hutay&#039;zai, Overlord, &#039;&#039;Lord of the Wastes&#039;&#039;, and &#039;&#039;Izweski Master of Rivers&#039;&#039; === &lt;br /&gt;
[[File:Azui Hutay&#039;zai.png|thumb|right|alt=what would overlord hutay&#039;zai do|A picture of Lord Hutay&#039;zai in his court, 2465.]]&lt;br /&gt;
The only Th’akh Hand of the Hegemon, Azui Hutay&#039;zai fills the position of Not&#039;zar&#039;s [[Unathi#The_Master_of_Rivers | Master of Rivers]], overseeing the economy of the Hegemony from his estate on the shore of the Moghresian Sea near his clan&#039;s former lands of the Torn Cities. Originally fighting for the Traditionalist Coalition during the Contact War, his father died when the war went nuclear, bathed in the fires that destroyed most of the clan&#039;s ancestral land. Azui, who had been leading his clan&#039;s forces along the coast at the time, ascended to the throne of his kingdom. There, he would strike a deal with the Hegemony to pledge fealty to clan Izweski and ensure his remaining non-polluted lands would be safe in the hands of the new masters of Moghes, in exchange for his clan being allowed to continue to rule over what it had left of its ancestral lands. After his peace deal and the conclusion of the Contact War, Hutay&#039;zai became one of the most powerful landed nobles within the Hegemony. He set up a new estate on the coast and would use it as a base of operations to continue mining operations within the radiation-blasted lands surrounding the Torn Cities, using the peasant refugee population as an ample workforce with help from the mining guilds. The resources imported into his lands over from these mining operations in the Torn Cities have become even more important to the Hegemony as the scarcity reigns, as they do not require interstellar travel to reach the ever-hungry factories of Jaz&#039;zirt, on the southern side of the sea.&lt;br /&gt;
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Eventually, as the Traditionalist block swelled in the face of Not&#039;zar&#039;s reforms and progressive attitude, he would become one of the two overlords of Moghes, coming to be called by many as &#039;&#039;&#039;&amp;quot;Lord of the Wastes.&amp;quot;&#039;&#039;&#039; His lordship extends throughout the Wasteland, officially managing the scattered Hegemonic outposts such as Camp Integrity and Camp Izweski&#039;s Honor, as well as supposedly managing the Sinta living in Wasteland communities. However, due to the nature of the Wasteland, this authority is essentially non-existent outside of Hegemonic-controlled outposts, making his overlordship only one in name.&lt;br /&gt;
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Azui is known to be one of the most traditional Hegemonic lords, ruling over lands with the minimum of modern amenities; what little modernity his land has is concentrated with the nobility and mining guilds. His appointment as a Hand of the Hegemon, and as one of the two Overlords of Moghes, was a political move made to appease the Traditionalist block which has continued growing after the end of the Contact War. This has made him the unofficial spokesperson for those in the Hegemony who consider themselves Traditionalists and for bringing their concerns before Not’zar whenever he can. However, contrary to what some might say, Hutay’zai has a dogged loyalty towards the Hegemony, believing it the only way Sinta can progress in this new galaxy while keeping what scraps of their tradition they can intact.&lt;br /&gt;
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Azui is the primary proponent of mercantilism within the Hegemony, advocating for an expanded program of colonization and stricter trade laws with the wider Spur. He believes that further openness, both in trading resources and culture with the Orion Spur, will spell the death of the Hegemony. It is widely known that Azui resents Hephaestus Industries having status as a guild in the Hegemony and will use any measure that might curtail their power.&lt;br /&gt;
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A meticulous planner, Hutay’zai writes out all his speeches before giving them every time, and sticks to them no matter what. His speeches are rarely followed by a period of questions, and he sets expectations for how his speeches will go. Should his speeches not go the way he thinks, he is prone to become angry and lash out at those around him, mostly whoever isn’t playing by his script. This has led to Hutay’zai fighting members of the audience several times while he gives his speeches, almost once in Skalamar itself. His lifestyle is one fit for an overlord, with extravagance and abundance, even in the midst of a famine. He tends to become rambunctious at feasts and other events when he’s had time to drink, and will go on long winded rants about anything. He’s a doting father and grandfather, giving his children and their children all they could want in the world. This has caused most other nobles to look upon Hutay’zai’s children as spoiled brats.&lt;br /&gt;
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=== Mizaruz Izweski, Lord and &#039;&#039;Izweski Lord&#039;s Claws&#039;&#039; ===&lt;br /&gt;
Originally of clan Gri&#039;zan, Mizaruz was born in the city of Baandr, eventually inheriting it and the lands surrounding it after his elder brother passed away without producing an heir. Given his status as a second son for most of his life, he was brought up from a young age with the intention of joining the clergy of Sk&#039;akh. When his brother died while Mizaruz was around the age of 12, his education would shift dramatically towards ruling his realm; however, the young Sinta never forgot his religious education, keeping up theological studies for most of his life. He went on to make a name for himself during the Contact War by fighting several engagements against overwhelming odds and succeeding without the normal technological advantage the Hegemony had. Mizaruz was known as an amazing tactician and inspirational icon to his men, counseling them in religious matters on marches and leading them fiercely into battle. Shortly after the Contact War, Mizaruz was married into the Izweski clan and ascended to become a Hand of the Hegemon, specifically become the [[Unathi#The_Lord&#039;s_Claws |Lord&#039;s Claws.]] Though his actions during the war and loyalty are laudable, his time as the Lord&#039;s Claws has been lackluster. His tactical knowledge has not translated well to giving advice to the Hegemony&#039;s military on a strategic level, as he consistently fails to properly grasp supply chains on a grander scale, the intricacies of the levy system, and the new frontier of space. However, for most things, those Sinta that work beneath him manage to effectively cover for him, ensuring that the military has competent efficiency. However, if a disaster were to happen and Mizaruz were caught unprepared, it&#039;s unclear if his loyalty and new clan would be able to save him from the reckoning. His diplomacy is viewed with admiration by many Sinta; he has constantly proved himself apt at striking deals and averting crises with other nobility as well as alien states.&lt;br /&gt;
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Mizaruz supports the policies Not&#039;zar supports: furthering ties with the xeno, the expansion of modernization programs, and usage of force as a last resort, a somewhat strange trait for his position. This undying support for Not’zar has made him the mascot for those who similarly fully believe in the Hegemon: those who share his undying loyalty bring their concerns to him, most of which are about the Hegemon&#039;s still-precarious political position. His reputation as a theologian has also helped keep relations between the newly-formed Church of Sk’akh and the state milder than in the past.&lt;br /&gt;
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Not the planner Hutay’zai is, Mizaruz lives his life seemingly from moment to moment, never making any real long term plans except when forced to by circumstance or his Hegemon. This carries over to his public life, where he’s known to give speeches and answer questions with no notes, preparations, or anything. Most view him as honest because of this, if sometimes a little too naive. He raised his children with minimal input from himself, and generally, most turned out alright. One of his daughters ended up marrying a peasant and causing a scandal but Mizaruz dealt with the situation in the moment, like he always does.&lt;br /&gt;
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Mizaruz is the main proponent of the &amp;quot;New Model War&amp;quot; that worked so well for the Hegemony during the Contact War. He has issued many studies on ways which the Hegemonic Fleet and Army could be improved, yet due to both his own incompetence and the influence of others within the military establishment, very few of his reforms have gone through.&lt;br /&gt;
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=== Seleta Sarnac, Lady and &#039;&#039;Izweski High Speaker&#039;&#039; ===&lt;br /&gt;
Hailing from the southern untouched lands, the lands owned by her father that Lady Sarnac grew up on encompasses the city of Razir, and much of the territory surrounding it, a majority of which have been claimed by the wasteland following the contact war. Born shortly before the contact war, Setelta is the youngest hand of the Hegemon, at around thirty four. She is also one of the two female hands of the hegemon, and fills the position of [[Unathi#High_Speaker | high speaker.]] It is obvious that she was given her position for political reasons, an exemplification of Not’zars more progressive policies, by allowing a female beyond his spymaster to advise him on how to rule the nation. While she holds no lands her brother, Lord Sarnac, holds the key southern regions around Razir, as well as the city itself. Her brother is known to be disappointed that he was not offered the position of high speaker, but is indifferent to it as long as his clan is represented within the highest levels of the Hegemony, by either male or female.&lt;br /&gt;
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Lady Seleta is the face of Hegemonic progressivism, fighting against established traditions and gender roles at the highest level. This has gained her both a loyal following of younger Sinta, and the wrath of the older, more traditional Sinta, who see her as a threat to everything they know. These followings are only amplified by her appearance at Not’zars side at nearly every public event, arranging things to run smoothly, fashioning the Hegemon’s image into one of power and stability.&lt;br /&gt;
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A public speaker to the core, Ms. Sarnac presents a curated version of herself that she wishes others to see at all times, whether at home or in front of the biggest crowd on Moghes. The version is a Unathi with sharp wits, trustworthy despite being a woman, and keeping both intact while answering questions without answering them hundreds of times over. She has no children, and barely anything is known about her home life, so curated her media presence.&lt;br /&gt;
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As High Speaker Seleta has strived to do what she can to shore up the Hegemon’s position, attempting to establish a universal love for him among the common Sinta, both Guildsmen and Peasant. Both her and the Hegemon have received the wrath of some nobles for this, as they fear their subjects will start to be more loyal to a personage beyond themselves. Her success in this is unknown, and only a massive crisis could reveal how much loyalty she has gained for the Hegemon among the common people.&lt;br /&gt;
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=== Clan Lord Sakax Razi, &#039;&#039;The General&#039;&#039; ===&lt;br /&gt;
As the third son of guild master Keicacu Razi, Sakax&#039;s lot in life started with making a name for himself within the military of the Hegemony. Unable to inherit any titles, and lacking the guile of his sister, Sakax threw himself fully into mastering the Sinta art of war, determined to fight as his ancestors had before him. This determination resulted in him shooting through the ranks of the Hegemonic military throughout the Contact War, being given more and more responsibility. Now he is Clan Lord of what is essentially a Hegemony military base between Skamander and Imas&#039;hi, commanding his own set of Kataphract and clan warriors. He is known to be a grim but honorable man and has a hatred for all Sinta who fought the Hegemony in the Contact War, blaming them for the ruined state of the species and their home. The few times he has spoken with &#039;&#039;&#039;Azui Hutay&#039;zai&#039;&#039;&#039; has almost ended in a physical conflict between the two. For this reason, Sakax is regularly left off of invite lists for functions where the Overlord will be in attendance, including most formal meetings involving the economics of the Hegemony.&lt;br /&gt;
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Sakax exerts all of his influence confirming that the Hegemony&#039;s military never fully adopts the &amp;quot;New Model War&amp;quot; beyond tactics developed during the Contact War. He believes that the lifeblood and culture of the Unathi is inherently tied to the military and that the two should be reflections of each other. He is the primary proponent behind borderline suicidal tactics in space such as ramming, and given the Hegemony has not fought a major naval engagement within space under his command, they are not yet able to prove his tactics defective.&lt;br /&gt;
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Sakax has little media presence outside of bards who focus on military matters, his primary area of responsibility. Many sagas have been chronicled about his accomplishments and the accomplishments of the men under him, giving him larger than usual influence among the population.&lt;br /&gt;
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=== Clan Lord Juyzi Izaku, &#039;&#039;The Maddened&#039;&#039; ===&lt;br /&gt;
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Former ruler of the city and associated lands of Mudki, Lord Juyzi Izaku was once known as one of the Hegemony’s greatest commanders - turning back three assaults on his city during the Contact War, and upholding the reputation of the Zazalai Mountains endlessly. Following the war, however, Lord Izaku grew increasingly erratic - attributed by some to an untreated brain injury during one of his many battles, by others to the influence of malign spirits, and by some simply to the stresses of war.&lt;br /&gt;
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Izaku grew increasingly vocal about his distaste for alien influence - particularly that of the Skrell, who he believed to be manipulating the minds of the Hegemony’s citizens, causing the Ouerean Revolution. As he became more incensed, his once-proud city was neglected, leading to decades of mismanagement and decay as more and more of his people fled to seek better prospects elsewhere. He was very outspoken against Hegemon Not’zar’s policies, toeing the line of outright sedition on several occasions.&lt;br /&gt;
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Izaku’s delusion came to a head in 2466, when the Hegemony announced a new agreement with the Nralakk Federation, for the sake of mutual prosperity between the two nations. He believed this to be a conspiracy on the Skrell’s part, seeking to seize control of the Hegemony, and had his warriors abduct several Nralakk humanitarian workers in order to uncover their “true plan”. His actions were discovered at the town of Izilukh, where his warriors attempted to kill the crew of the SCCV Horizon to cover up their crimes. Following this, Izaku called his banners in rebellion, a short-lived conflict against the Hegemon’s might. &lt;br /&gt;
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Mudki was captured after a campaign of several weeks, and Lord Izaku was sentenced to death - ending his once-storied line, and leaving Mudki’s future in uncertain hands.&lt;br /&gt;
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=== Lord Glatazk Yu&#039;huni, &#039;&#039;The Pious&#039;&#039; ===&lt;br /&gt;
Hailing from the religious city of To&#039;ha&#039;dat, Lord Yu&#039;huni was raised in the heartland of the Th&#039;akh faith as a devout worshiper. However, at age 18, he converted to the religion of Sk&#039;akh and has been one of its most fanatical followers since. Almost losing his position as heir for his clan lands, he kept it through a combination of trickery and might while maintaining ample support from the more centralized Sk&#039;akh church. His first decree was that all who wished to remain in his clan must convert to Sk&#039;akh and must remain faithfulness to their new religion. Because of this, clan Yu&#039;huni has become the most fanatical clan in the process of losing a notable amount of its members, completely loyal to the central Church even in the face of their duty to the Hegemon. This was most apparent during the religious crisis in 2460, where clan Yu&#039;huni expressed their support for the Sk&#039;akh Church against the Hegemon to other clans. The reputation of clan Yu&#039;huni is still stained by the scandal to this day.&lt;br /&gt;
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As the most pious of all Hegemonic Lords, Glaztak can be found often giving speeches at religious events, occasionally at the request of the Church of Sk’akh. His speeches are essentially written by those priests he trusts and is close to, their words coming out of his mouth at almost every occasion. He has no children of his own but considers all those pious sinta who have joined his clan to be his children, spoiling them with gifts and luxury, which has in turn caused many more to eye the potential to become a Yuhuni with serious consideration.&lt;br /&gt;
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Lord Glatazk offers any Sk&#039;akh worshiping Sinta a place in his clan, so long as they originate from the Th&#039;akh Heartlands. This takes the form of an application system, where a Sinta has to answer several questions about their religion, their views on the Church and Hegemony, and acquire several references from co-workers that show their piety. Many faithful Sinta strive to be accepted, yet only the truly fanatical pass his scrutiny.&lt;br /&gt;
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=== Lord Admiral Trazial Yizarus, &#039;&#039;Izharshan&#039;s Bane&#039;&#039; ===&lt;br /&gt;
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One of the most well known Unathi in the Hegemony, Lord Admiral Yizarus is the bloody left hand of Not’zar, the competent, terrifying, skilled military leader contrasted against the ineptitude of Not’zars Claws, Miz Izweski. There is speculation as to why Yizarus was not chosen as Not’zars Claws, with some believing he turned down the offer to remain above the fray of politics, which he has a known distaste for, and other more skeptical spectators believe Not’zar did not want such a powerful force so close to the throne that he sat upon. No matter which route of speculation is correct, Trazial Yizarus has contented himself being one of the gun barrels holding Not’zar in power, with himself at the head of a clan that claims the loyalty of most of the officer corps of the Hegemonic Navy. He wields immense power over the organization, leading one of the Fleets himself, the 1st Fleet, currently in orbit of Moghes. This has given him significant power over the rest of the military apparatus, and levies, lords, and even Kataphracts will normally fulfill any request he has without delay.&lt;br /&gt;
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Born into the Yizarus Clan, Trazial from the moment of his birth was destined to fight in battle, whether it be on land or in the void of space. When the Hegemonic Navy was formed, his clan as a reward for their loyalty to the Hegemony during the Contact War and their ample supply of trained fighting men, were granted the honor of being some of the first captains and officers of Hegemonic Military Vessels. Trazial, having come of age shortly after the end of the contact war was given one of these positions, and quickly his skills, helped along by his harshness of failure, saw him rise to the very top of the Hegemonic Navy. He became a minor celebrity amongst the rest of the population after a fleet under his command killed the feared pirate lord Izharshan, after Izharshan’s Raiders destroyed the newly built Cataclysm class dreadnought. This fame ensured his final promotion to Lord Admiral of the Hegemony’s First Fleet, after the second was constructed. Crisis after crisis he proved not only his skill, but his loyalty to the Izweski clan, most of all during the Succession Crisis in late 2458 when he refused to break Not’zars faith and helped the fledgling Hegemon ascend his rightful throne. Eventually after much trial and tribulation, he was cemented in his role as Not’zars left hand, the reliable force of power Not’zar could always turn to when it was needed.&lt;br /&gt;
Trazial is known to be a man of few words, with bluntness and quickly getting to the point, speeches he gives rarely last more than a couple minutes. He leads a rather Spartan lifestyle, not having many comforts a noble of his station would normally, sleeping little and exercising regularly. He rarely drinks, and many other nobles consider him too uptight, not even letting much out at feasts. His family is frayed from this stoicism and spartanism, as he tried to raise his sons to follow his lifestyle but failed miserably, resulting in one being a wash out, and one being unable to cope and falling into a depression.&lt;br /&gt;
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=== Korza Azandar, &#039;&#039;[[Sk&#039;akh]] High Priest&#039;&#039; ===&lt;br /&gt;
Born to a minor noble clan of Jaz’zirt in 2418, Korza Azandar was the fourth child of a clan which did not have the lands to divide between so many. As such, at the age of thirteen, he was strongly encouraged to pursue a career in the ranks of the Church, which would conveniently disqualify him from inheritance. He would later study at the [[Unathi_Educational_Institutions#Baandr_College_of_Spirits|Baandr College of Spirits]], obtaining a Mastery of Sacred Theology by the age of twenty-three. He would act as a missionary in the [[Zazalai Mountains]] and the kingdoms beyond for some time, though this would come to an end due to the outbreak of war.&lt;br /&gt;
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He may not have inherited this clan’s title, but the politics of nobility had well-prepared him for the higher ranks of the Church, and he rose through the ranks rapidly - eventually being named Grand Priest of Razir in 2446. When the previous Archpriest perished of old age in the early 2450s Overlord Miazso recommended Azandar’s name as a replacement. He would generally prove a popular Archpriest, earning a reputation as a man with the fabled ‘common touch’ - frequently embarking to speak with refugees, peasants, and Hearts of Industry in the streets of Jaz’zirt in the hopes that the Church could aid them in their struggles. Opponents of his claimed that this was a tactical decision, a way of seeking new converts and increasing his own popularity - but it unquestionably worked, and Azandar would remain well-liked by the people of the [[Southlands]] throughout his entire tenure.&lt;br /&gt;
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Archpriest Azandar was arrested by Hegemon S’kresti during High Priest Unzi’s failed coup, along with his fellows. When the mad Hegemon perished, his son Not’zar eventually released the Archpriests, as no evidence could be found implicating them directly in the High Priest’s power grab. For the next three years, he and his fellow Archpriests would form an unofficial council of four to administrate the Church - though they were frequently deadlocked and unable to agree until 2465, when Archpriest Akale Roeruz of Tza was appointed to their number.&lt;br /&gt;
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With the deadlock broken, [[Demands of the Three Arc|the time came in 2466 for the Church to choose a new High Priest]]. Azandar was one of two frontrunners, opposed by Archpriest Koszkahe Oklaal of the Heartland - but eventually, managed to emerge victorious. He has frequently called for strengthening the Church’s military forces, in order to restore it to its status as a major power in Unathi politics. As High Priest, Azandar has also escalated humanitarian and missionary escorts, with priests being sent to the most desperate regions of Moghe to provide humanitarian aid - and to convert as many souls as possible to the faith. Despite being in his late forties, Azandar is reportedly a very energetic and passionate speaker, and it is believed that he was chosen to provide a figure who could rival the youthful energy of the prophet Judiza Si’akh, whose following swelled massively during the Church’s interregnum.&lt;br /&gt;
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Azandar’s leadership of the Church is still fresh and untested - but at the very least, he has brought an end to the arguments, deadlocks, and debates which plagued the period after Unzi’s death. Whether he will restore the power that Sk’akh once held in the Hegemony or lead it further into decline remains to be seen, however.&lt;br /&gt;
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[[File:HighPriestUnzi.jpg|thumb|left|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
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=== Yizra Unzi, &#039;&#039;Exiled High Priest&#039;&#039; ===&lt;br /&gt;
Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malicious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
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His popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the Contact War outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
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The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approached him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
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The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
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So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the 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;
Yizra had become single-minded in his goal to eradicate the threat of the occult from the Hegemony. His growing zeal and conviction has led him to behave more ruthlessly, believing more and more in the ends justifying the means. &lt;br /&gt;
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He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot.&lt;br /&gt;
The cult the Maraziites fought remains a vague enigma, and they aren&#039;t fully sure if it&#039;s a single movement or several. What scant physical evidence they gain from arrested cultists is written in a code that no one has been able to break, and no cultist has revealed secrets under interrogation. Though he hasn&#039;t admitted it to anyone except a few Chapter Masters of the Order, not even Yizra fully understood what they were fighting.&lt;br /&gt;
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Eventually in 2462, High Priest Unzi found himself on Trial for the crime of kidnapping the Heir to the Hegemony, the supposed reborn Yakiz Izweski. Presiding over the Trial was Not’zar, who eventually sentenced the now former High Priest to exile in the Wasteland, where he has been ever since. No-one knows exactly what became of Yizra, but rumors and speculation swirl about his current whereabouts and plans to once again take the reigns of the church.&lt;br /&gt;
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[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]] &lt;br /&gt;
=== Vuthix Akhandi, &#039;&#039;Elder Shaman&#039;&#039; ===&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Th&#039;akh|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
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Vuthix Akhandi was born in &#039;&#039;&#039;2405&#039;&#039;&#039; into the now extinct clan Slithiss, which resided in the once fertile lands east of Mudki.  He felt the calling to be a shaman at an early age, but his clan members did not hold high respect to him for the role was largely ceremonial and often more political token than a respected profession to the Slithiss clan.  He tried over several years to enact reforms within the clan, to increase spiritual idealism within, before finally growing frustrated with the lack of interest from his Clan&#039;s leaders.  Vuthix began casting what influence he had to travelers, and in his early twenties, received an invitation to join the Akhandi Order from a shaman on a pilgrimage through his home lands that he had the pleasure to speak to.  The decision to abandon his clan and renounce all title to it was not a difficult decision for Vuthix, and he formally renounced his affiliation with the Slithiss clan soon after, beginning his own pilgrimage to the mountain temple far to the southwest. There was no further significant contact between Vuthix and his former clan for the next four decades as he learned various teachings of the Akhanzi as an acolyte, then a shaman, and now an Elder Shaman.&lt;br /&gt;
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During the [[Contact War]] in &#039;&#039;&#039;2438&#039;&#039;&#039;, the lands of his youth suffered heavy bombardment from atomic weapons, and fearing his ancestors were dead, went out and found his childhood home was now a radioactive crater. He scoured the surrounding area, where he managed to find a group of survivors - and a nephew and niece - within the wreckage of a Sky Behemoth. He gave the survivors treatment and spiritual healing to help them survive the fallout, and gave them guidance and care as he led them back to his temple with in the mountains where they would be safe. The two remain the only living connection Vuthix has to his old clan name. Both of them have decided to take the title Akhandzi and join their uncle in the Order. &lt;br /&gt;
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In &#039;&#039;&#039;2459&#039;&#039;&#039;, the Maraziite Order enacted a major attack on all Akhanzi temples, burning thousands of years of ancient scrolls, texts, and teachings. This Iron Crusade forced many of the Elder Shamans to leave Moghes, with Vuthix saying, &amp;quot;They can not truly steal our ancestral home - for our ancestors are within us, not just on Moghes. Wherever we as Sinta go, our Ancestors follow - within our spirits.&amp;quot;&lt;br /&gt;
Vuthix then came to Tau Ceti with hundreds of other Shamans and hundreds more acolytes all holding as many scrolls as they could. Under the guidance of Vuthix, the Akhanzi Order has made a new spiritual temple and library in Mendell City where they teach any and all who ask to learn.&lt;br /&gt;
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[[File:Siakh.png|thumbnail|left|Portrait of Juzida Si&#039;akh in the middle of a firebrand sermon, circa 2457.]]&lt;br /&gt;
=== Juzida Si&#039;akh, &#039;&#039;Prophet of Flame&#039;&#039; ===&lt;br /&gt;
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Juzida was hatched &#039;&#039;&#039;Juzida Aizahi&#039;&#039;&#039; into a small family in 2409. His father ran their villages&#039; church and raised Juzida as an orthodox member of the faith. He was sent to the neighboring town of Ouairu for schooling in the small university there. He received a basic theological education and pursued a Doctorate in Sacred Theology with the intent of overseeing his village&#039;s church with his father. His studies ended on &#039;&#039;&#039;2437&#039;&#039;&#039; with the outbreak of the Contact War. His father died in the early stages of the war while acting as a Chaplain in the Izweski army. Juzida took on the mantle of Priest and struggled to maintain his small church as an unassuming, technically unqualified priest for those 2 years.&lt;br /&gt;
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It was shortly after his 30th birthday in the spring of &#039;&#039;&#039;2439&#039;&#039;&#039; that the &#039;&#039;&#039;Contact War&#039;&#039;&#039; went nuclear. His village received no prior warning. Juzida was in the basement of his church taking inventory when the ground began to shake and there was a sudden, unearthly roar that knocked him flat and caused sections of the basement to cave in. Juzida quickly left and emerged from his basement to a hellish landscape of brimstone and devastation. His entire village was completely gone and it was as if nothing had ever been there. In the distance Juzida saw the rising mushroom cloud heralding the apocalypse. It was here that Juzida fell to his knees and received divine revelation as Sk&#039;akh spoke to him directly. Sk&#039;akh told Juzida that the Unathi species had become too sinful and corrupted by evil and that the missiles streaking through the sky were the bringers of Judgement Day. Sk&#039;akh told him that everyone that died within the new few hours from the fires of atomic bombs would be cleansed of sin and join her in the afterlife, while all those left behind would be abandoned as Sk&#039;akh wrote off the Unathi species and condemed them to forever reincarnate on Moghes, trapped on the hell that they had created for themselves. Sk&#039;akh finally warned Juzida that she would only consider saving the species if they proved their worth by rebuilding and purifying Moghes, and that Juzida would be the &#039;&#039;&#039;Final Prophet&#039;&#039;&#039; to represent Sinta&#039;Unathi and prove to Sk&#039;akh that the species was worth saving.&lt;br /&gt;
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Juzida immediately abandoned his clan name and took on the last name &#039;&#039;&#039;Si&#039;akh&#039;&#039;&#039;, which loosely means &#039;&#039;&#039;Prophet&#039;&#039;&#039;. Juzida Si&#039;akh spent the rest of the Contact War wandering the wasteland, initially unsure about how to handle his monumental life goal. He watched as civilization collapsed in the face of the apocalypse, and how survivors and tattered remnants of the old kingdoms were fighting a desperate war of survival. His travels had him exposed to the greed, selfishness, and brutality consuming Sinta&#039;Unathi in the post-apocalyptic wasteland. But he also saw glimmers of charity and good deeds that cemented his hopes that his people could be redeemed in the eyes of Sk&#039;akh.&lt;br /&gt;
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Taking these experiences Si&#039;akh preached his doctrine across the Wasteland. With the end of the world having happened, his message resonated well with the survivors who desperately looked for answers as to why Sk&#039;akh would allow this to happen. By &#039;&#039;&#039;2450&#039;&#039;&#039; his congregation was up to several thousand, and his entourage traveled the Wasteland with him, and it was from this point that Si&#039;akh began to deal with persecution from the Izweski, who chased him out of their lands wherever they found him.&lt;br /&gt;
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By &#039;&#039;&#039;2457&#039;&#039;&#039; Si&#039;akh had survived several asassination attempts, but coincidences (or divine intervention) had foiled all of them, and he claims it is because he is literally immortal and unable to be killed until his mission is complete. The same could not be said for his followers. The Followers of Si&#039;akh were violently persecuted, leading Si&#039;akh to form &#039;&#039;&#039;The Reavers of the Flame&#039;&#039;&#039;, an armed religious order tasked with defending the faithful and guarding pilgrimage routes from marauding bandits or Izweski incursions.&lt;br /&gt;
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Si&#039;akh is passionate, fiercely devoted to his beliefs, and unwavering in his committment to see the Sinta&#039;Unathi species redeemed. He is known to be extremely giving, immediately handing off any food or water given to him to someone more needy than he. His followers have periodically had to directly confront him and beg him to eat after he goes several days refusing to eat. And while he insists he is Sk&#039;akh, his single-minded mission to completely overthrow the traditional order of Unathi society has caused him to be branded a radical heretic. He has experienced so much prejudice and violence that he has become very radicalized and unwilling to consider deviating from his life mission.&lt;br /&gt;
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=== Emzal Paossini, &#039;&#039;Creator of Paradigms&#039;&#039; ===&lt;br /&gt;
Born by a surrogate to two fathers in 2419, Paossini was once the product of marriage uniting two powerful traditionalist clans. Seeking a scholarly pursuit instead of becoming a spy as her parents wanted, she began her career of religious history by developing an almost obsessive fascination with the old ways of the Sinta’Mador. When the war came about, both of her fathers were sent to the slaughterhouse, and she was left largely without a family. This left Paossini a bitter and closed-off woman. Her words turned to fervent prayer as she asked what to do, unsure of her purpose and what to do with the hatred inside her. The spirits murmured in her ears, and after landing on Ouerea, she realized prosthetics were an advanced form of the ancient and rudimentary golems and crypts utilized by the Sinta’Mador. After rejecting their old name and claiming the soul of a fisher, neither a warrior nor healer, the remnants of the clans of their fathers labeled them as ‘Guwan’—not like Paossini cared or took up the name, anyway.&lt;br /&gt;
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Though not an official leader of the religion, Paossini is widely regarded as the Progenitor of the Aut’akh. From them, all of the first Mador rituals, runes, and modernized alphabet originates, and their opinion is almost always considered on matters where it is known. They enjoy the great privilege of being a revered unathi among the Aut’akh, and their location is kept hidden from most, outside of secret Sinta’Mador codes passed between communes. Occasionally, they will break from their hiding to deliver a word on a grave issue, but such events are rare at best. Some postulate if Paossini is even still alive, or just a rumor perpetuated among the gossipers of each enclave.&lt;br /&gt;
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=== Zhelmi Aeikuzo, &#039;&#039;Lady of Thorns&#039;&#039; ===&lt;br /&gt;
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Zhelmi Aeikuzo was the youngest hatchling of an unremarkable Heartland noble clan, expected to take a role in her clan’s military affairs due to the ongoing Contact War. She elected instead to pursue the path of scholarship, undergoing the Sk’akh ritual of the Sublime Barrier and enrolling in the Skalamar University of Medicine - making a name for herself in the fledgling field of xenobiology. She reportedly grew fascinated by Dionae early in her career, studying their unique biology and manner of symbiosis alongside her now infamous colleague Tarskin Tarwa. After Tarwa’s expulsion from the university, she continued her own work, advocating for further research into the use of Dionae for Wasteland reclamation - and for further experimentation in the limits of Unathi-Diona symbiosis. The argument she made was that it was not enough to change Moghes to remain habitable to Unathi, but that the Unathi must change by whatever means necessary to thrive in the new world. This position was widely criticized as blasphemous, though Aeikuzo claimed that the very core of Sk’akh’s grace was the ability to grow and change, reaching the full and divine potential that the Great Spirit grants to Their children.&lt;br /&gt;
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This controversial interpretation of scripture made her enemies within the Sk’akh Church - particularly the former High Priest Unzi. In 2462, shortly before the Izweski Civil War and the dissolution of the Maraziite Order, Aeikuzo was formally declared a heretic by the High Priest, and Maraziite warriors were sent to arrest her - though she was able to flee the Hegemony before they could find her. Though the declaration of heresy was withdrawn after Unzi’s downfall, she would not return to Moghes for several years. Aeikuzo made few public appearances during this time, departing Moghes to study Dionae gestalts elsewhere in the Spur. Several of her papers published in this time gained widespread acclaim, and she has come to be recognised as one of the foremost scholars of Dionae biology and psychology in the Orion Spur. &lt;br /&gt;
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When Hegemon Not’zar made plans for the use of Dionae in reclamation efforts, he offered her the position of Lady-Governor of [[the Viridis]] - as one of the foremost living scholars in the field, her expertise in both their use and management would prove invaluable. She accepted, and began planning efforts for the reclamation of Lazhi to act as a new capital for her efforts. She is often referred to as the “Gardener” in reference to her work - though rumors have spread about her symbiosis, and the unnatural depths to which it extends. Some of these tall tales claim that Lady Aeikuzo does not breathe unless there are others there to witness it, that she drinks the blood of Sinta to sustain herself, and even more outlandish claims. It is never spoken to her face, but her detractors among the nobility will often refer to her, in hushed whispers, as the “Lady of Thorns”. To the Unathi peasantry of the Viridis, she is a brilliant ruler, who has begun the great work of healing - but her name is rarely spoken, even among her most loyal subjects, without a hint of fear.&lt;br /&gt;
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She is reportedly a blunt and straightforward woman, with little patience for the normal politenesses and schemes of nobility. She does not often appear at public events, save those which the Hegemon himself requests her presence at. This has won her few friends among the aristocracy - but so far, her unrivaled expertise has allowed her to maintain her prestigious position.&lt;br /&gt;
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== Contemporary non-Unathi Notables ==&lt;br /&gt;
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=== Overlord Ta’Akaix’Zkaii’xay’yil K’lax of Tret, &#039;&#039;The Sleepwalker&#039;&#039; ===&lt;br /&gt;
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When the K’lax Hiveship arrived in Hegemony space, it set in motion a chain of events that would form the most radical relationship between a Vaurca Hive and a host country to date. Understanding that they were in a vulnerable position and in need of both interstellar support and political legitimacy, the K&#039;lax Hive negotiated with the Hegemony to make the K&#039;lax Vassals, and for the Hive to be subject to the Hegemony&#039;s feudal system. Despite Vetju&#039;s vocal objections to vassalization, Zhaii was placed in charge of the negotiations through agreement by the remainder of the K&#039;lax Queens. It was her role in these negotiations that would see her subsequently bargain for and be made overlord of the Hegemony planet of [[Tret]] and later secure her ascent to High Queen of the K&#039;lax itself, enraging the ancient Vetju, who viewed and still does view herself as the rightful inheritor. &lt;br /&gt;
&lt;br /&gt;
Since becoming one of the Hegemony’s five overlords, Zkaii has grown Tret into the industrial center of the Hegemony, with millions of Bound and Unbound Vaurca laboring away in all-factories to produce a myriad of goods, or in the orbital [[Tret#Neutron_Forge | Neutron Forge]]. Due to the original agreement between the K’lax, Hegemony, and Hephaestus Industries, the K’lax are often left out of the extreme profits their labors bring, many of their credits flowing into either Hegemonic tithe or exorbitant Hephaestus shipping fees. It is unclear if the K’lax will ever challenge their relationship with either organization, and what demands they might make should they take the risk.&lt;br /&gt;
&lt;br /&gt;
Outside of Tret, Zkaii has spent much of her time managing the Hive&#039;s internal and external relationships. Unlike the C&#039;thur and Zo&#039;ra, the K&#039;lax have no dedicated public relations brood, and Zkaii seemingly lacks much of the political acumen possessed by the Queens of both Hives. Her Diplomats are rarely seen and frequently come across as distant, much like herself, hampering much of her efforts in negotiating with the wider Spur, and she herself can come across as nigh unreachable. Many Izeweki Nobles remember how difficult she was to reach even during political crises, such as Not&#039;zar&#039;s civil war of 2462. As a result, some in the Hegemony have voiced opinions that her assent to High Queen is one that the &amp;quot;Sleeper Queen&amp;quot; was unprepared for under such unique circumstances. This misses, however, that behind the scenes, it is Zkaii that keeps the divided Queens of the K&#039;lax together. Her deep devotion to Mother K&#039;lax has earned the High Queen the respect of the other K&#039;lax Ta, though it is deeply begrudging from Vetju. Her days are spent keeping the royal courts of the K&#039;lax in check, settling inter-brood disputes, and reigning in her sister&#039;s extremes to turn their strengths out to the Spur as a whole. Though they would never admit it, there is a seemingly small feeling amongst the other K&#039;lax Queens that, had Zkaii not been placed in her position, they would have never have been able to unify as well as they have on Tret and beyond. For the moment, even Vetju appears to be avoiding disrupting this status quo by openly undermining the new High Queen&#039;s authority, though how long this will last remains to be seen.&lt;br /&gt;
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=== Overlord&#039;s Claws, Ta’Akaix’Vedhra’rept’ylanze K’lax, &#039;&#039;Princess of Configurations&#039;&#039; ===&lt;br /&gt;
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Born millennium ago on the Vaurca homeworld of Sedantis with the singular goal of preparing the K&#039;lax to face the menace of the once defeated Lii&#039;dra, few of her kin would argue that they could have ever seen Vedhra becoming the K&#039;laxan Master of War against an entirely different set of threats. Those being threats posed by aliens. With Vedhra&#039;s brood having significantly more Warriors than her sister&#039;s, and her workers preoccupying the majority of their time developing more efficient tools for waging war, it was no surprise that with High Queen Zkaii&#039;s appointment as Overlord of Tret, Vedhra was declared as her Lord&#039;s Claws. Since this appointment, the Princess of Configurations has acted to enforce the military will of the Hive and subsequently become a deeply divisive figure on Moghes. Loved by some, feared by others, and frequently hated by those who have found themselves running afoul of the Hive, her impact has cut deep across the planet. &lt;br /&gt;
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Since not long after first contact was established with the Hive, Vedhra has made one very important contribution to the Hegemon: the might of her Warriors. Her K’laxan Warriors, once dedicated solely to preparing for conflict with the Lii&#039;dra, make up a powerful, unified military force under the Hegemon, outside the influence of scheming Unathi nobility who may challenge Not’zar and his position. Not’zar has not been adverse to using them either, crushing a clan revolt in 2458 and reaffirming his total control over the Hegemonic military without violence, only the threat that thousands of K’laxan Warriors posed. This threat alone has kept many potentially wayward lords in line, greatly contributing to the stability of the Hegemony. Additionally, some of the Vedhra Warriors have even begun to distinguish themselves sufficiently to become Kataphracts, though much to the Queen&#039;s ire, these recruits are forced to abandon their advanced combat augmentations. Others amongst her Warrior retinue are tasked with wandering Moghes, even the remote corners of the wastelands and collecting the knowledge of the Unathi that fight there so that the Queen may develop a more complete picture and perhaps even ponder integrating elements of some of the perspectives provided. Only time will tell if Vedhra will continue to allow the threat of her Warriors to be used by the Hegemony or if the changing political tides will see her begin to reconsider if her brood would be better spent tending to more domestic matters. &lt;br /&gt;
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Unfortunately for the Queen who goes by the title of Princess of Configurations, despite the success of her Warriors, her Workers have seen markedly more opposition to accomplishing one of their primary purposes, that being the development of advanced augmentations. The Sk’akh faith strongly opposes augmentation, and Vedhra&#039;s less than subtle suggestions about the Unathi &amp;quot;wasting their potential&amp;quot; by &amp;quot;turning down her gifts&amp;quot; have brought her into conflict with prominent followers of the religion more than once. As a result, many of her Workers find themselves in laboratories on Tret or sent abroad.&lt;br /&gt;
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==== Admiral Za&#039;Akaix&#039;Xitac K&#039;lax ====&lt;br /&gt;
&lt;br /&gt;
A Warrior tactician with a body of 10 years of age and a mind cultivated in virtual reality much longer, Xitac&#039;s rise from the advisor of a low ranking Ta to a military confidant of Queen Vedhra herself at such a young age was already unexpected, but half that of then ending up as an admiral commanding an Izewski Hegemony flagship.&lt;br /&gt;
Xitac&#039;s appointment to the Hegemony Naval Academy was orchestrated by Vedhra as a result of Xitac&#039;s excellent naval results in her military subrealm of &amp;quot;Incursion&amp;quot; knowing that the brewing civil strife saw the Hegemony pressed to fill its ranks with talent even at the expense of tradition, but it&#039;s quick ascent as a result of this skill seemed to surprise even her. The choice to appoint a K&#039;lax admiral is still  deeply controversial and highlights a larger conflict between reformists and traditionalists. &lt;br /&gt;
Xitac is well known for orchestrating elaborate strategies that utilise unconventional means and excellent use of reconnaissance as a tool of war. An array of spies and informants both within their fleet and spread throughout the Hegemony allows Xitac to keep up to date whilst augmenting their own strategic mind with the immense power of the Cephalon biocomputers, allowing them to frequently seem to pre-empt where an attack will originate from. This intelligence gathering is highly valuable, as Xitac understands just how lacking in numerical vessels the Hegemony is relative to the other galactic powers and the importance of striking decisively as a result. &lt;br /&gt;
 &lt;br /&gt;
Until 2464, Xitac was admiral of the 3rd Fleet, commanding from aboard their carrier flagship, the HMV Annihilation. The phoron crisis, however, has deeply affected the Hegemony&#039;s naval abilities, and the 3rd fleet&#039;s ships have been split among the 1st and 2nd fleets. Xitac has instead been given the 4th Fleet, which contains all the Hegemony&#039;s vessels still capable of interstellar travel within the navy. This fleet is assigned to patrol the fledgling colonies and borders.&lt;br /&gt;
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=== The Silent Friend Embracing The Weeping Souls In A Blanket Of Purity And Love or “Taarazi” ===&lt;br /&gt;
Purity And Love, generally just known as Taarazi, is a well-known Argus-form Dionae on Moghes. While not the first Dionae to land on the planet or get in contact with either Wasteland villages or the Hegemony, Taarazi is rather famous for being one of the first Argus-sized Dionae documented on the planet, in addition to stories about them going missing after being found by the Hegemony. This resulted in a massive search and rescue operation that ended with their resurgence. Sometime after High Priest Unzi declared Dionae to be a sacred species worthy of respect, although not worship. Since then Taarazi has remained in the village they were originally found in, with the Dionae becoming a minor tourist attraction for some wasteland wanderers, as well as some Hegemony citizens wishing to see the size of the Dionae.&lt;br /&gt;
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One of the oldest gestalts native to Moghes, Taraazi was recruited by Lady Aeikuzo and the Hegemon to act as a spearhead for Project Viridis. The gestalt relocated to Lazhi, and was the first Dionae to be raised to nobility, granted the title of High Lord Verdant. Taraazi acts as Lady Aeikuzo&#039;s partner in the administration of Project Viridis, overseeing the work of the Lords Verdant and offering their unique perspective on the development of the Viridis. Their first-hand knowledge of Dionae in the Wasteland, as well as their personal expertise in Dionae growth and development, has provided a great advantage to the enigmatic scientist in her work. Taraazi&#039;s renown has also acted as a counterpoint to Aeikuzo&#039;s own stained reputation, which has reportedly proved a boon in the incorporation of Wasteland communities into the Viridis.&lt;br /&gt;
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=== Steadfast Guardian of a World Reborn, Lord Verdant ===&lt;br /&gt;
Steadfast Guardian of a World Reborn Against All Harm or Malfeasance is a Competence Choir gestalt grown in Lady Aeikuzo’s garden and educated by the genetic material of many skilled warriors. Shortly after its growth was complete, the Lady-Governor granted it the position as Lord of Ihaliz - a fledgling settlement in the southern Wasteland, to the west of Teht. Steadfast Guardian is reportedly a strict ruler, though not a cruel one, strongly believing in the importance of order and stability for the work of reclamation. They are known to be uncompromising with Wasteland communities, rarely offering more specific terms than “join or leave”. A martially inclined gestalt, Steadfast Guardian has sought education in the Divine Mandate - and has recruited several practitioners of the martial art to serve as guardians of Ihaliz.&lt;br /&gt;
&lt;br /&gt;
It is largely believed that Steadfast Guardian was cultivated to be more martial in large part due to the proximity of Camp Izweski’s Honor, as well as the present danger of Gawgaryn raids. They have gained a reputation as a warrior - albeit an unorthodox one - and have been generally effective in repelling the threat or raiders. Their heavy-handed approach to diplomacy has won them few friends in the Wasteland, however, and many Wastelanders view Steadfast Guardian’s manner of ruling as proof that the Hegemony intends to see their communities either subjugated or destroyed.&lt;br /&gt;
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=== Ephemeral Connections Formed Upon Silent Shores, Lord Verdant ===&lt;br /&gt;
Ephemeral Connections Formed Upon Silent Shores is an Emphatic Echo gestalt, recently cultivated in the gardens of Lazhi. Shortly after the establishment of Rehus, Ephemeral Connections was appointed as the new settlement’s lord, and has rapidly grown the influence of the Pit throughout the Northern Wasteland. The lack of large-scale organized raider groups in the region has allowed their more conciliatory approach to pay off so far, though tension with the Reclaimer clans and the water merchants of Canyon City poses a potential threat to the stability of their realm.&lt;br /&gt;
&lt;br /&gt;
Ephemeral Connections has grown their fledgling realm rapidly since their appointment, and has convinced many Wasteland settlements to join themselves to the Viridis. The mineral reserves of Rehus, along with the water trade, have made the Pit into a boom town, with large investment from Hephaestus Industries driving the settlement’s rapid growth. This wealth has also contributed to the growth of smuggling rings and other organized criminal activity, however - and so far, Ephemeral Connections’ relatively light touch has failed to do much to quell the nascent crime syndicates of Rehus. Though this has yet to prove a serious impediment to the Great Work, many of the citizens of the Pit have expressed dissatisfaction with their liege’s perceived passivity.&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Recent_Events&amp;diff=38608</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=38608"/>
		<updated>2026-02-23T23:11:41Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
A brief summary of the storyline for the [[Unathi]] is here.&lt;br /&gt;
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== Unathi Enter the Bluespace Age (2457)==&lt;br /&gt;
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Technically spacefaring, the Hegemony never had time to build a fleet before the Contact War caused Izweski attention to collapse inwards. But in June of 2457, all of that changed. By inviting Unathi raiders from all across the galaxy to return to Moghes and swear fealty to clan Izweski in exchange for amnesty, Hegemon S&#039;kresti managed to assemble a small fleet of warships. This fleet would be used to force the Solarian Alliance and Nralakk Federation to the negotiating table by taking Qukala marines prisoner. The negotiations would see the peaceful transfer of the colony world Ouerea to the Hegemony, marking the end its joint administration by the Alliance and Federation.&lt;br /&gt;
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On June 2nd the [https://forums.aurorastation.org/viewtopic.php?p=26210#p26210|Hegemon S’kresti Izweski announced amnesty for all Unathi raiders in the galaxy] if they came to Moghes and swore fealty. Several ships accepted the call, and overnight the Unathi had a small, rag-tag fleet that began to grow in size.&lt;br /&gt;
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[[File:FirstCataclysm.jpg|thumb|One of the first vessels to answer the call, the HMV Cataclysm became a namesame for the later class of super-dreadnaught.]]&lt;br /&gt;
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On June 3rd the [https://forums.aurorastation.org/viewtopic.php?p=26334#p26334|NanoTrasen frigate NMV Daedalus was attacked and destroyed by an Izweski vessel], which rammed it and boarded it to seize the ship and crew before scuttling the ship. In retaliation NanoTrasen completely shut down their infrastructure in Uueoa-Esa space. Within hours Uueoa-Esa had lost the majority of satellites, shuttleports on the surface shut down as the human staff left, and the bluespace gate for the system itself was shut off.&lt;br /&gt;
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On June 4th the [[Sol Alliance]] the Prime Minister &#039;&#039;&#039;Michael Douglas&#039;&#039;&#039; held a speech condemning NanoTrasen&#039;s response to the Unathi crisis. Immediately after the speech there was a vote of no-confidence, ousting the Prime Minister, his cabinet, paralyzing SolGov and [https://forums.aurorastation.org/viewtopic.php?p=26597#p26597| making it hard to respond to the seizure of a NanoTrasen telecommunications satellite in orbit of Moghes.]&lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=27318  On June 23rd] Hegemon S’kresti Izweski used a seized NanoTrasen t-comm satellite to broadcast his agenda of expansion for the Hegemony, as well as demanding the return of the Ouerean colony back to Unathi officials. Ouera was jointly administered by the [[Nralakk Federation]] and [[Sol Alliance]] at the time, who originally ignored the demands. Nralakk even warped four extra frigates in orbit of Ouerea to ensure the safety of its citizens on and around the planet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=28422  On July 5th], Hegemonic Fleets jumped into Ouerea orbit. They fired a broadside across the bow of several Federation ships, in order to notify them of their presence. Hegemonic forces would then announce to the Federation that several Qukala marines had been taken prisoner by the Hegemony. These prisoners were essentially used as hostages to force the Federation and Alliance into negotiations for the planet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=28529  On July 7th] newly elected Alliance Prime Minister Chater announced he was ceding Ouerea to the Izweski, deeming the planet not worth the loss of lives in an actual conflict. This lead the Hegemon to name &#039;&#039;&#039;Tarkart Yiztek&#039;&#039;&#039; as Overlord (King) of the planet. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=29205  On July 12th] Nralakk ceded all claims the planet in exchange for all Skrell prisoners being returned, and the opportunity to evacuate any skrell who wished to leave Ouerea.&lt;br /&gt;
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[[Hephaestus Industries]] was [https://forums.aurorastation.org/topic/2330-galaxy-news-unathi-crisis/?do=findComment&amp;amp;comment=29862  quick to swoop in and fill] in the void left by a withdrawn NanoTrasen. On the 19th of July they announced a partnership with the Hegemony, and laid the groundwork for a tightly woven relationship between the Hegemony and the mega-corporation.&lt;br /&gt;
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=== The Cataclysm (2458) ===&lt;br /&gt;
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The construction and sabotage of the first Dreadnaught, the HMV cataclysm. Following it&#039;s sabotage, the amnesty fleet would go undertake it&#039;s first real military operation, fighting the pirates of Izharshan&#039;s Raiders. While the raiders were not destroyed, the expedition was generally considered a success; Izharshan was killed by Hegemonic forces, and his pirate fleets severely damaged. The operation would cement Lord-Admiral Trazial Yizarus as a popular war-hero, and give him influence above his station for years to come.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/#comment-49876 On February 13th], the galaxy&#039;s first Super-Dreadnaught was launched by the Hegemony thanks to a partnership by Hephaestus Industries. Hephaestus had helped kickstart the orbital industry around Moghes needed for the project. It was a warship of then-unrivalled size, and used the Hegemony&#039;s unorthodox naval strategy of close quarters naval combat and shock tactics, bristling with heavy weapons and a reinforced frontal ram. Lord-Admiral Trazarial Yizarus, an older establishment nobleman, was granted the vessel as his flagship for a new future fleet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=49956%7C  That same day], the launch of the HMV Cataclysm was mired by an act of sabotage of the ship&#039;s second Supermatter core. The attack killed just over a hundred Unathi and the ship was critically damaged before its maiden launch. The Chief Engineer of the superdreadnaught, Yiazar Tsaera, was murdered in his office by a Guwan infiltrator that had been on the vessel as a janitor.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=50114%7C  On Febuary 14th] the culprit was captured and interrogated, he revealed himself to be working for [[Unathi_Piracy#Izharshan&#039;s_Raiders | Izharshan&#039;s Raiders]], a pirate group that mainly operates within the territory of the Hegemony. The hegemony would retaliate with a large military operation, with the overall goal to be the capture or death of Iklex Izharshan, the leader of Izharshan&#039;s Raiders. Many Raider ships were captured or destroyed, and several of his lieutenants and crews were captured as the Hegemony raided forward operating bases. Those captured by the Hegemony would go onto be punished; officers were executed on the order of Lord-Admiral Yizarus, and crews were sentenced to lifetimes of hard labor.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=51582%7C  On Febuary 29th], the turning point of the expedition came. Sinta who had joined the Hegemony&#039;s &#039;amnesty navy&#039; under the command of &#039;&#039;&#039;Captain Zyuiz Sitraz&#039;&#039;&#039;, conducted a massacre against a Raider occupied station just outside of the Hegemonies borders. The station was home to not only the Raiders, but members of their families, primarily women and children. Ignoring hails from the station and requests by the inhabitants to be allowed to surrender, Sitraz and his men indiscriminately cleared the station, leaving no survivors. For his crimes, he was personally condenmed by the Hegemon and accused of Abhorrent Dishonor. He fled the Hegemony before being arrested.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=53001%7C  On March 15th], Ilkex Izharshan was killed when the Hegemony raided a well defended asteroid base just outside of the Hegemonies territory. The Hegemonic Navy was led to the base by tracking a damaged raider ship carrying a supply of Phoron. The assault was led by Lord-Admiral Trazial Yizarus, as his brother was battling a seasonal sickness. Ilkex was killed on the bridge of the base when several hegemonic warriors threw frag grenades into the room. This also marked the end of the Hegemonic Navy&#039;s first true military operation, which they completed rather well. It is seen by many as the day the Hegemony became an equal player within the Badlands.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=53584%7C  By March 19th] the repairs to the HMV Cataclysm were completed, and the ship was re-launched to much fanfare. It joined the 1st Fleet, commanded by Lord-Admiral Trazial Yizarus, and became the fleet&#039;s flagship.&lt;br /&gt;
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== The Succession Crisis (2458)==&lt;br /&gt;
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In 2458 the Heir to the Hegemony, Yakt Izweski, would suddenly perish in a shuttle crash on Moghes. As a result, the line of succession shifted to Not&#039;zar Izweski, who was seen as a weak and undesirable heir. Following the funeral of his son, Hegemon Sr&#039;kresti became recluse, locking himself away in the Izweski Keep eventually falling into a coma. This left a power vacuum within the Hegemony, leading to S&#039;linzar Ickza, a son in law of the Hegemon, declaring himself Regent with the support of many powerful vassals. Eventually, Not&#039;zar challenged S&#039;linzar to single combat for the throne, triumphing by utilizing a large skrell made exosuit. &lt;br /&gt;
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=== Death of Heir Yakt: Rise of S&#039;linzar ===&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=57849%7C  May 6th, 2458] will forever mark a turning point in the Hegemony&#039;s history. Hegemon Heir Yakt Izweski along with his wife Asalizathi and 4 other passengers were killed when a private shuttle crashed in the mountains just north of To&#039;ha&#039;dat. According to sources within the Moghean Shuttle Service Authority they received a distress signal from the shuttle&#039;s pilot. The pilot had declared an emergency after its engines failed at 45,000 feet from an unknown malfunction. His death decapitated the Izweski&#039;s succession plans. The prince was the epitome of Unathi ideals, being a warrior-poet who strengthed the Izweski clan through a powerful marriage alliance with the Ackza clan through his wife.&lt;br /&gt;
His death left as heir the undesirable Prince Not&#039;zar Izweski, 20 years old at the time and second oldest child to the Hegemon and his First Wife. The physically handicapped and unassuming Unathi was never expected to achieve anything, and most people skipped over him to focus on his younger brother Prince Z&#039;krazki Izweski who was 16 at the time. Z&#039;krazki was seen as the same sort of robust, strong-headed Unathi that his eldest brother and father were.&lt;br /&gt;
It also left in a powerful position Lord S&#039;linzar Ickza&#039;, 25 at the time. He was brother-in-law of the late Heir and Son-in-Law of the Hegemon after marrying the 19 year old Rzasul Izweski. He personally commanded the Ickza Levee forces, which fought extensively alongside Izweski forces under his late father in the Contact War. Many of their forces were tragically lost, including Slin&#039;zar&#039;s father, in the nuclear exchange but the Ickza continued to be a dominant force in the Hegemon military as its leading officers and a sizable portion of the Moghean levies.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=58087%7C  On May 8th], S&#039;linzar saw his chance after the sudden loss of the Hegemon. During the funeral of his lost son, Hegemon S&#039;kresti, already having experienced the trauma of living through a nuclear apocalypse that saw him lose friends, family, and almost his entire civilization, became inconsolable upon seeing his son buried. Following the burial the Hegemon cut off all contact and resigned himself to his quarters in the Izweski Citadel, not leaving his bed. His doctors soon found the grief and major depressive episode had caused the Hegemon to fall into a coma.&lt;br /&gt;
After losing their heir and then immediately losing their Hegemon, a power vacuum was ripped wide open in the Hegemony. Immediately power players made moves to seize the ultimate prize. Faster and savvier than the others, S&#039;linzar Ickza unilaterally declared himself Regent and immediately gained support of powerful vassals.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=58568%7C  By May 11th] S&#039;linzar attempted to purge his enemies and uplift his loyalists, but hit a roadblock in the form of Lord-Admiral Yizarus. After purging and sidelining large elements of the upper nobility in government, Lord-Admiral Trazarial Yizarus was also given a letter of retirement ordering him to cede authority of the 1st Fleet which is still withdrawing from operations in the Frontier.  Lord-Admiral Yizarus announced that he would refuse to abide by the letter, and that he would continue to operate the fleet, which accounts for almost half of the orbital navy of the Hegemony. The Yizarus clan and its direct vassals remained the majority of officers in the young Hegemon Space Command, whereas the Ickza and their vassals dominated the politics and manpower of the army of Moghes and Ouerea.&lt;br /&gt;
Lord-Regent Ickza responded by threatening to brand Lord-Admiral Yizarus a traitor, forcefully stripping him of his titles and lands. Complicating the matter, Lord-Admiral Azikyui Yizarus, Trazarial&#039;s brother, commanded the 2nd Fleet which had just returned to the orbit of Moghes. Azikyui did not give any statements on his position and the 2nd fleet went silent, refusing hails from both the Moghean Space Command or the 1st Fleet&#039;s hails. Lord-Admiral Yizarus demanded his brother defy the Lord-Regent while Lord-Regent Ickza has sent demands for Azikyui to detain his brother and seize control of the 1st Fleet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=59300%7C  Following this on May 19th], S&#039;linzar doubled down on his attacks against Not&#039;zar Izweski and his immediate family. Not&#039;zar had just went to diplomatic summit in Tau Ceti to meet emissaries from the Nralakk Federation, seeking recognition for his own claim from the [[Nralakk Federation]]. Ickza visciously mocked and attacked the young Prince for this move, trying to discredit him by painting him as a pawn of xeno powers in words that quoted the famous &#039;false smiles and unknowable minds&#039; line from King Don&#039;zai Azarak and his Firebrand Summit of 2437.&lt;br /&gt;
Following this maneuver, the Overlord of Ouerea declared his support for Ickza. This also caused Azikyui to break his fleets silence and declare himself for Ickza. It seemed evident to all that Not&#039;zar&#039;s only choice was to either formally abdicate to Ickza or rally his existing forces and seize his claim by force, plunging the Hegemony into a brutal war of succession that would forever prevent them from reversing the spread of the Wasteland, and potentially ending Unathi&#039;s chance for civilization entirely.&lt;br /&gt;
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=== Defeat of S&#039;linzar: Rise of Not&#039;Zar ===&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=60030%7C  On May 27th], Not&#039;zar Izweski showed his grasp of intrigue and political acumen by taking a third choice. Having been secretly shuttled to the Cataclysm, Not&#039;zar Izweski broadcast a speech in which he challenged S&#039;linzar to a duel of personal combat. He antagonized Ickza&#039;s pride by declaring he&#039;d spare his in-law upon his defeat. Publically challenging Ickza before all Unathi and having such self-confidence in his own victory manipulated Ickza into immediately accepting at risk of losing face. The key in Ickza&#039;s response was that Not&#039;zar, who was known to be physically handicapped, could &amp;quot;choose whatever weapons and armor he can walk to the field with.&amp;quot;&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=61473%7C  On June 16th], the duel of personal combat marked a stunning reversal in Ickza&#039;s trajectory. The duel was conducted that morning with Lord Regent S&#039;linzar arriving outside the Izweski Citadel, the capital of the Hegemony and personal castle of the Izweski family, in a Mk II Class Breacher Suit taken from the Izweski personal armory. The duel was taking place in the courtyard of the Izweski Citadel with the ramparts filled with various members of the Hegemony nobility. Many were encouraged by the self-assured Slin&#039;zar to take the victor as the legitimate and legal heir to the Hegemony.&lt;br /&gt;
Not&#039;zar was allowed by the terms of the duel to arrive with whatever weapons and armor he could personally carry, and it&#039;s believed that this loophole was exploited as a reason for his dramatic entry in a large skrell-made mech.  The mech&#039;s use in the duel was not known until it departed from a shuttle that had landed just outside the citadel walls. The shuttle itself had embarked from the HMV Cataclysm, which had jumped in orbit above the capital city despite protests from Moghean Space Command and threats of retaliation from the nearby 2nd Fleet. The duel continued despite the surprise of Lord-Regent S&#039;linzar but was quickly ended when Not&#039;Zar fired a series of ion bursts that disabled S&#039;linzar&#039;s Breacher Suit and depleted its charge. Lord-Regent S&#039;linzar was them asked to surrender and keep his life and nominal titles, and the offer was accepted.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=63874%7C  On July 2nd 2458], Not&#039;zar Izweski ascended to Lord-Regent and the formal heir of the Hegemony during an official coronation ceremony in which he laid out his vision for the Hegemony&#039;s future. Not&#039;Zar Izweski gave an extremely controversial speech to the assembly.&lt;br /&gt;
Following this speech thirty-eight of the assembled delegations staged a walk out. The fifty-three remaining Lords and Ouerean Overlord Tarkart Yiztek reportedly had extremely mixed reactions to the speech, with several instances of fighting and heated arguments between the assembly. This fierce disagreement would be the norm for the next years of Not&#039;zar&#039;s reign as the young prince tried to steer the Hegemony into a new future.&lt;br /&gt;
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== The Rise of the Iron Masks (2458)==&lt;br /&gt;
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Using the fire of religious tensions and superstitions, the Izweski Court Chaplin, soon to be High Priest Unzi, seized power over the church of Sk&#039;akh. He formed the Maraziite Order, otherwise known as the Iron Masks, a religious police force who had authority throughout the Hegemony. High Preist Unzi&#039;s paranoia would see this force used to target thousands of Sinta, eventually attempting to target Clan Izweski themselves. The Maraziites would lay siege to the Izweski Citadel, attempting to assault it several times but being repelled, until negotiations between Not&#039;zar and Unzi reached a peace, with a compromise between the Hegemony and church of Sk&#039;akh.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=67539%7C  On September 24th] news came out about a feudal Lord on Ouerea that had been arrested by his Watchmen, on accusations of black magic. Originally elected as the city mayor before Ouerea was returned to the Hegemony, he had been serving as its feudal Lord since only 2457. This incident was originally thought to be a minor incident that was embarrassing for the landed nobility for twin reasons: the fact there was a revolt against a landed Lord at all, and that it made the Unathi look incredibly superstitious and backwards to the galaxy. However this soon became known as the first incident in the coming occultist panic that would see the rise of a powerful new political player in the Hegemony: High Priest Unzi.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=67956%7C  September 20th] gave another warning sign when Ouerea officially banned conducting seances without a license. But November 11th is often considered the true birth of the panic and the origin of the Iron Masks. Yizra Unzi, a Sk&#039;akh priest with a prestigious but ceremonial title as the Izweski&#039;s formal chaplain and priest, reveale alleged evidence of unprecedented infiltration of Hegemony society by what he called &amp;quot;Occultist influences&amp;quot;. The investigation sparked immense alarm across Uueoa-Esa as mass panic gripped nearly every major city. Not&#039;zar Izweski tried to appeal for calm and to caution against superstition, but this was futile as powerful elements of the nobility, the general public, and even extended members of the Izweski clan itself had already called for a broad and unprecedented growth of the power of the Sk&#039;akh church.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70116%7C  By November 14th] this broad coalition allowed Unzi to unilaterally name himself the head of the Sk&#039;akh Church. This same day he created an armed inquisition called the Maraziites, or the Iron Masks recruited from the pools of Warrior Priests or hired from the ranks of civilian Watchmen. This religious police was unilaterally granted unrestricted jurisdiction across Hegemonic space and supremacy over civilian courts. The Order was granted authority to put accused cultists before trial in the new High Court of Tranquility, which would punish Unathi with exile or even death. Despite these reforms being extremely illegal, Not&#039;zar Izweski did not have the power base necessary to resist without his attempts blowing up in his face.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70159%7C  Going into the rest of November], the Maraziites ruthlessly targeted enemies of the Church. Consolidating power incredibly quickly, Unzi began targeting Unathi outside the original documents. In an ever-expanding web of &amp;quot;occultists&amp;quot; and &amp;quot;daemonic influences&amp;quot; the High Priest began to see enemies everywhere, until his eyes settled on the biggest threat of them all.&lt;br /&gt;
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=== Defending from the Cult Menace and the Failed Coup ===&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70345%7C  November 23rd] was the climax of the Maraziites rise. It saw the Orders sudden siege of the Izweski Citadel. The Order accused Clanmother Rak&#039;ta of the Izweski Clan of practicing black magic on the comatose Hegemon. Iron Masks attempted to breach the citadel but were repelled, and a 5-day stand-off ensued. The Lord that ruled Skalamar, Trikzara Sirax, attempted to attack the Maraziites using his forces in the city but was deterred by Not&#039;zar Izweski who wanted to avoid the situation escalating. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=70518%7C  On November 28th], At the end of the 5th day there was a dramatic battle that saw the Maraziites try to actively break down the walls of the Citadel but they were unsuccessful. Following the defeat, High Priest Unzi agreed to meet with Not&#039;zar Izweski. The two of them crafted an agreement that would compromise power between the Sk&#039;akh Church and the Izweski Clan. While this avoided bloodshed, the agreement is also seen as a formal acknowledgement of High Priest Unzi&#039;s legitimacy in his new role. &lt;br /&gt;
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= Not&#039;zar&#039;s Rule is Tested (2459) =&lt;br /&gt;
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== The Arrival of Vaurca ==&lt;br /&gt;
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The arrival of the K&#039;lax Hive in their massive hiveship saw the Hegemony adopt them into their empire, granting them the world of Tret. Their Queen would be named overlord of the planet, and become another vassal of the Izweski. The hive would then go on to act as Not&#039;zars private army in many disputes, and some K&#039;lax unbound even being named to the Admiralty.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=73412%7C  March 9th], saw the arrival of one of the major Vaurca Hives. The object was colossal, with long range scans showing it to be almost 28 kilometers in length where the Cataclysm was just under a single kilometer in length.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=73557%7C  March 13th] revealed that after originally being incredibly alarmed and fearing conflict after an error in translation, which saw the mobilization of the Hegemony&#039;s armed forces, the Vaurca were soon revealed to be seeking refuge.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=73718%7C  On March 17th] Not&#039;zar Izweski allowed them to settle on the small world of Tret within the Uueoa-Esa system. He named their Queen Overlord of the planet and vassalized the K&#039;lax&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=105501%7C On November 15th, 2460], a Vaurca named Za&#039;Akaix&#039;Xitac Klax achieved the rank of Admiral within the Hegemony&#039;s Navy. Xitac had shown consistent talent and promise since 2459, and in May, in the season of Versakh, he was tapped as the potential leader of the growing 3rd Fleet.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=126795%7C On December 4th, 2460], the new 3rd Fleet of the Hegemony received its flagship: The HMV Annihilation. The Cataclysm-class warship differed significantly from its sister-ships. Its main focus was a heavy compliment of stike-craft: bombers and fighters that used the vessel as a carrier. The Annihilation would be the flagship of the K&#039;lax Admiral Za&#039;Akaix&#039;Xitac Klax.&lt;br /&gt;
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== The Restoration of the Kataphracts ==&lt;br /&gt;
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Not&#039;zar would restore the [[Izweski_Nation # Feudalism | Kataphract Order]], warriors who swear allegiance only to the Hegemony rather than specific clans. Some of his appointments would see backlash from other lords. More information can be found [[Izweski_Nation # Feudalism | here]].&lt;br /&gt;
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[  On April 26th], Not&#039;zar announced the resurrection of the Kataphract Order. Not&#039;zar included in this resurrection the new titles of High Kataphracts who would be held up as paragons for the entire species. The First High Kataphract was Saa Yui’zai of Clan Timzula. The second was Lady H&#039;zala. Her appointment broke convention and upset many traditionalists, and only came after she went through an arduous series of [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113262%7C  trials] and [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113356%7C  quests] not required by her male peers before her eventual [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113632%7C  success].&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113759%7C%7C  On May 4th], the next High Kataphract was a hero of Youthstone, Ozal’kai Zizae.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=113759%7C%7C  On May 25th], it was revealed that Zizae was a fraud. He was a Guwan who had taken his deceased brother&#039;s name in order to fight in the war. Upon this discovery there was little leniency offered; Not&#039;zar Izweski stripped him of his title and he was imprisoned.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=115854%7C  On June 10th], he was allowed to have his name restored as his status as Guwan removed. However he still had to embark on a quest given by the Lord-Regent with only a ship, a spear, and a laser rifle. Only by completing this quest would he be allowed to return fully into the fold of his Clan.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=115696%7C  On June 7th], Za’Akaix’Ziza K’lax became the first K&#039;lax Kataphract. The medical doctor had been tending to Wastelanders deep in the desert when raiders came and stole supplies and kidnapped a patient. Ziza then later went on a quest to attack the raiders at their camp and liberate his patient and the stolen medical supplies. He was lauded as an exemplar example of the Hegemony&#039;s ability to bring non-Unathi into the fold of heroism and honor.&lt;br /&gt;
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== The Hegemonic Assembly ==&lt;br /&gt;
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A assembly called by Not&#039;zar in the city of New Skamander, during which the primary issue was the direction the Hegemony would take, and it was decided that the Hegemony would undertake a massive terraforming effort on Moghes, in an attempt to fix the wasteland. Secondarily, it was also used by Not&#039;zar to limit the power of clans.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=77628%7C  On July 8th] Not&#039;zar Izweski called an assembly to determine the future of Moghes and the Hegemony. With limited resources, the three choices were to either invest in terraforming Moghes, invest in expanded territory and resources through conquest, or abandon Moghes and relocate the Sinta people to Ouerea. The K&#039;lax Queen was also in attendence as a delgate. In the end, despite a heavily militarist bent, the Assembly decided to invest in repairing the environment of Moghes. Heavy industries and a massive investment in terraforming equipment was made. But at the same time, Unathi who had for decades made a home in the Wasteland were now being evicted by the Izweski Hegemony and their lands seized. It was a bitter reminder to those who still remembered how the Izweski had done this all before, but this time there was no unified force to resist them. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=80525%7C  On August 28th], four weeks later, Not&#039;zar Izweski announced a decree that provided token protection against the practice of Clans branding someone as a Guwan. The new law required an imperial court to brand someone a Guwan, and not a Clan Leader. This antagonized traditional elements of Unathi society, with Not&#039;zar facing intense criticism at what many Lords and Clan Leaders called an arbitrary seizure of power.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=82319%7C  On September 26th] Not&#039;zar faced a reprieve. The Wasteland experienced its first rainfall for 20 years. The moment marked a tremendous moment of jubilation within the Hegemony as a sign that the investments in terraforming were already bearing fruit. The day was so celebrated that September 26th became known as Restoration Day.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=83856%7C  October 21st]saw strange news that foreshadowed either the arrival of the Aut&#039;akh or the long history of occultist powers. The Hegemony Guild Of Xenoarchaeology announced a startling find: an ancient temple pre-dating Sinta&#039;Unathi civilization. Master K&#039;arzl, a prestigious xeno-archaeologist, conducted an expedition into the deep cave system that housed the temple. The Iron Masks, antagonized by the spiritual threat they claimed the temple possessed, had a scuffle with the Master and then sealed the caves leading to the temple.&lt;br /&gt;
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== The Return of Clan Ickza (2459) ==&lt;br /&gt;
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Due to the ascension of a peasant admiral to the command of the 2nd Fleet, several lords announced they would be refusing Levy services to the Hegemon, causing half the army of Moghes to disappear in a single day. These lords were led by Czia Ickza, who had taken control of the clan following the defeat of S&#039;lzinar in 2458. Not&#039;zar would call upon the K&#039;lax of Tret to supply him with warriors, of which he was granted ten thousand, and use them to lay siege to the Ickza ancestral estate. The discipline of the Vaurca and their alien appearance caused panic within the Ickza levy, leading Not&#039;zar to force a capitulation without battle. Czia would become a hostage of the Izweski, and Not&#039;zar gained incredible control over the military system of the Hegemony.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=84547%7C  On November 3rd] The second Superdreadnought HMV Catastrophe was launched from an orbital dockyard. An elaborate ceremony in Skalamar, Lord-Regent Not&#039;zar officially named Oyuti Gour&#039;zai Admiral of the 2nd Fleet and Captain of the Castastrophe, taking the place of the retiring Lord-Admiral Azikyui Yizarus. Oyuti was the first one of the officers that graduated from Not&#039;zar Izweski&#039;s Imperial Academy that was training officers exclusively loyal to the Izweski rather than the many feudal Lords. Following Azikyui&#039;s public support for a pretender and rival to Not&#039;zar Izweski, none were surprised by his being replaced. But many were shocked to see Lords passed over in favor of someone they saw as a peasant. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=84790%7C  On November 7th] this immediately saw a retaliation from the many Lords, they announced that they would be refusing their Levy services to the Hegemon entirely. Just over half the army deployed across Moghes disappeared over a single day. The move caused incredible antagonism between Oyuti and the nobility, with Oyuti boldly echoing Yizarus&#039; statement during the Succession Crisis that any attempt to take his fleet would have to be done via force. Bizarrely to many, rather than wade into the middle of the dispute Not&#039;zar Izweski left on a shuttle to the K&#039;lax planet of Tret. The reason for this soon became clear.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=85128%7C  On November 13th] Not&#039;zar Izweski landed four miles north of the Ickza&#039;s ancestral estate with over 10,000 Vaurca warriors. Taking his new K&#039;lax levy on the march, Ickza soldiers abandoned their posts and even villages fled rather than face these strange aliens. The Vaurca played up their strange customs, moving in complete silence and with a discipline unknown to any major galactic species, and partaking in no violence. They ended up taking up positions near the Ickza&#039;s ancestral castle.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=85445%7C  On November 19th] the bizarre stand off around the Ickza&#039;s ancestral home came to an end. The Ickza requested their own vassals answer a summons to rally an army of their own but many of the Ickza&#039;s lower vassals refused the summons. The Ickza ended up with a force of 2,500 Sinta surrounded by the tens of thousands of Vaurca. The Vaurca remained completely silent and unmoving for hours and hours on end during the stand-off as Not&#039;zar negotiated with the Clan-Leader Czia Ickza nearby. By nightfall on the 17th the Unathi forces, wearing full combat gear and holding melee weapons or rifles, were becoming exhausted after standing in place for 13 hours. The commanders refused to let anyone move until the sun began to set on the next day. By this time the Ickza&#039;s levy-men had gone nearly 40 hours standing in place with no food or water and many collapsed in place from exhaustion. Ickza commanders then finally signaled all the formations to break up and return to their camp. It was then that the Vaurca&#039;s entire force, suddenly took two steps forward, startling the Ickza forces. The sudden short advanced the entire Ickza army routed from the field.&lt;br /&gt;
In the end Czia Ickza agreed to return to the Izweski Citadel as a hostage while Not&#039;zar took direct control of all the Ickza&#039;s lower vassals. With the leaders of the short rebellion defeated, the general strike dissolved and by December Not&#039;zar now enjoyed a much greater control over the military than before. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Discovery of Wasteland Diona (2459-2460) =&lt;br /&gt;
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&lt;br /&gt;
Late in the year, a Diona Gestalt was discovered within the wasteland. Using it&#039;s ability to absorb radiation as food, the Gestalt had brought down cancer rates and radiation sickness dramatically, leading for the local shaman to declare the Diona a blessing from the ancestors. Hegemonic scientists swarmed the site, conducting studies on the Gestalt, before Th&#039;akh shamans spirited the Diona away, declaring the studies to be too invasive. The Sk&#039;akh church then met with the Shamans, and after discussion, agreed that the Gestalt was holy, leading to pressures against the Hegemony. This combined pressure would see a recall of all the Hegemonic Scientists, and the declaration that Diona are a scared species within both churches. The wastelanders however would take this to another level, merging diona with their bodies in a symbiotic relationship, which is viewed with revulsion by the wider public, save for the Sk&#039;akh church who condone the practice.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=86207%7C  On December 3rd] it was discovered that a Dionae Gestalt had somehow found its way into a Wasteland community. It had given itself the name The Silent Friend Embracing The Weeping Souls In A Blanket Of Purity And Love. Over the time it had been there it developed a relationship with the local community. Using its natural ability to absorb radiation, the Gestalt brought radiation sickness and cancer down dramatically. The shaman of the local village had declared the dionae a blessing from the Ancestors intended to protect them and had persuaded the villagers to bring it regular tribute of food and water. However Hegemonic scientists swarmed to the small town to conduct invasive studies on the Gestalt. Objecting to this, Th&#039;akh shamans helped the dionae escape the scientists. After retaliating with arrests and an extensive manhunt the Sk&#039;akh Church came to meet with the shamans. The two faiths found a common respect for the gestalt. In a rare moment of cooperation, the Church and the shamans both pressured the Izweski to call away the scientists and allow the dionae to live with the village in peace. This incident marked the first of the growing relationship between Unathi and the Dionae.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=88283%7C  On January 15th] this would evolve into Dionae being declared sacred.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=128514%7C  On December 22nd] news came out that Wastelanders had created a ritual where they merge dionae nymphs with their body, forming entire new limbs. Originally it was believed it was a parasitic relationship and was immediately condemned by many religious and civil authorities.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=128882%7C  By December 28th], discussions with the Unathi in question with religious leaders had the Sk&#039;akh Church and many shamans reconsider it a symbiotic relationship. The Sk&#039;akh Church went so far as to condone the practice. Despite this, the public&#039;s views on the matter would continue to be dominated by revulsion.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Year of Chaos (2460) =&lt;br /&gt;
&lt;br /&gt;
== Rumbles on Ouerea ==&lt;br /&gt;
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&lt;br /&gt;
Starting as a protest against Hephaestus Industries, civil unrest would eventually spiral into full-blown rebellion on Ouerea, with demands to abolish feudalism, end taxation, and the return of a democratic government. Overlord Yiztek responded with a brutal crackdown of the rebellion, causing most of his levymen to abandon him and join the rebels. The rebellion swelled in power, seizing nearly all major cities save for the capital, arresting members of the nobility and ransacking estates. With the situation dire, Not&#039;zar would arrive on Ouerea, and begin to negotiate with the rebels against the advice of the Overlord. While negotaitions were ongoing, the overlord would kill many rebel negotiators, forcing Not&#039;zars hand, causing the Guwan Guard to storm the capital and arrest the Overlord, who was then branded Guwan and exiled to the wasteland. The rebel army accepted Not&#039;zars terms for peace, which led Ouerea to become a democratic colony under the Hegemony. &#039;&#039;&#039;Not&#039;zar was then nearly murdered by surviving members of the Overlords Clan, but was saved by Hizoni Razi.&#039;&#039;&#039; This caused the entire Yit&#039;zek clan to be branded Guwan, and exiled into the wasteland.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=88076%7C  On January 12th], 2459 it was finally brought to public consciousness that the women of Ouerea were politically agitating via what they called Women&#039;s Councils. These argued against the exploitation of Ouerea and its falling standard of life and loss of its diversity, focusing on the children of the women in particular. Ouerean Overlord Tarkart Yiztek tried to appease the groups by redirecting their criticism to Not&#039;zar.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=88721%7C On Janurary 27th] the public consciousness present on the planet got a boost through an appropriated war chant bellowed by Wastelanders who attacked an Izweski terraforming site with a leader claiming to be Don&#039;ziki Azarak, the leader of the Traditionalist Coalition.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=90959%7C  On March 6th], Ouerea would explode into unrest once again. The protests originally began in New Skalamar, focused against Hephaestus Industries&#039; treatment of Ouerean workers. The original protests grew into an organized rebellion that almost immediately overwhelmed five major cities. The original demands of this rebellion was the abolishment of feudalism on Ouerea, the banishment of Hephaestus Industries, the end of taxation to Moghes, and the return of a democratic government. Overlord Yiztek responded with a brutal crack-down that failed spectacularly in containing the violence.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=93396%7C  On April 10th], in response to his retaliation, large portions of the Ouerean levymen abandoned the Overlord and joined the rebels. They seized government buildings across several major cities in a coordinated surprise attack. Feudal Lords were forced to flee or be captured, and in only a handful of cities were the aristocracy able to maintain control.&lt;br /&gt;
This rebellion would continue to rage on Ouerea for some time, being a festering problem with no solution in sight.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=97517%7C  On June 2nd, 2460] the rebel movement on Ouerea that became known as the Ouerean Confederation managed to flip all the major cities of the planet except for the capital of New Skalamar. The rebellion&#039;s violence was mostly focused on the property of the nobility. Many estates and castles were ransacked by rebel forces. Many high profile noble Clan elders were arrested by the rebel army while dozens of Sinta in general had perished. In lands that the Confederation controlled the Maraziite Order was also expelled by force. The planet was majority Th&#039;akh and did not appreciate the presence of the Order that had burnt their sacred temples to the ground. The Confederation&#039;s main army, commanded by General Zik&#039;San then besieged the capital.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=97591%7C  On June 3rd] Not&#039;zar Izweski himself arrived on Ouerea. The Lord-Regent&#039;s arrival came after Overlord Yiztek expressed frustration with the handling of the crisis, at one point directly attacking Not&#039;zar&#039;s honor by saying that it was easy for the Lord-Regent to give orders far away from the front lines. After these reports reached Moghes, Not&#039;zar Izweski is said to have immediately left his Citadel for a shuttle to Ouerea.There he flew into the encircled city and took a direct part in directing its defense.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=98438%7C  On June 20th] Not&#039;zar left the city to directly speak to the rebel General Zik&#039;san. Initially being at the walls directing reinforcement of the western gate and discussing how to best distribute food supplies being shuttled in from orbit to residents of the city, Not’zar suddenly signaled his Guwan Guards and informed the assembled defenders that he would be ‘seeking a better alternative’ to the crisis. Not’zar Izweski began by asking Zik’san his terms for a peaceful end of the conflict. General Zik’san reiterated the terms sent to Overlord Yiztek. Zik&#039;san was originally reluctant to engage in negotiation with someone he saw as unable to keep their word, having dealt with only the dishonorable Overlord. Not&#039;zar requested a radio in response and ordered the expulsion of all Maraziites from New Skalamar. Impressed by this overture Zik&#039;san and Not&#039;zar were able to engage in earnest negotiations.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=98554%7C  On June 22nd] negotiations were halted when Overlord Yiztek locked the Lord-Regent outside the city during the latter&#039;s return from a negotiation. The Overlord had hoped that the rebels would seize the Lord-Regent as a prisoner and give him the justification to engage in a violent reprisal. Not&#039;zar Izweski went back to General Zik&#039;san, who felt honor-bound to ensure Not&#039;zar&#039;s safe return. The general offered the Lord-Regent a shuttle to fly over the city walls and Not&#039;zar was able to return to the city. After meeting with Yiztek for several hours in private, the Overlord apologized publicly for the accident. In addition future negotiations were to take place in the Overlord&#039;s castle inside the city.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=99164%7C  On July 6th] Yiztek had the rebel emissaries assassinated in his own castle. Overlord Yiztek is defending his action by claiming that they were spies attempting to get information. Zik&#039;san swore retaliation and gave the city 3 days to surrender before he assaulted it.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=99249%7C  On the 3rd day] an assault came in the form of Not&#039;zar&#039;s personal Guwan Guard storming Yiztek&#039;s castle. The castle garrison was taken by surprise and quickly overwhelmed. Several dozen of Yiztek’s Clan and followers were arrested. Refusing to become a Guwandi Yiztek was branded a Guwan and exiled, sent back to Moghes to be released into the Wasteland. The Ouerean Confederation accepted peace and soon Ouerea was reformed to become a democratic colony of the Hegemony.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=103022%7C  On September 28th, 2460], at a formal dinner to celebrate a local Ouerean holiday and to commemorate the peace, Not&#039;zar Izweski was nearly assassinated by surviving elements of Yiztek&#039;s family. The assault failed thanks to the efforts of Lady Hizoni Razi, a mysterious azure who was close to Not&#039;zar at the time. In the fallout the entire Yiztek clan were branded Guwans and exiled into the Wasteland, and Lady Razi grew closer to Not&#039;zar Izweski.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Our Brother, Dominia ==&lt;br /&gt;
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&amp;lt;div style=&amp;quot;font-size:110%; border:2px solid #fff; margin:0; background:#fff; padding:.1em; color:#fff;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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A joint anti-pirate operation between the Hegemonic and Dominian Navies. All the objectives of the operation were accomplished, and the pirates within the system were destroyed.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=95734%7C  On May 6th,] an emissary from the Empire of Dominia named Keanu Markarus was abducted by pirates based in the Youthstone star system. The incident was taken as a grievous insult that dishonored both the Hegemony and Dominia. Normally having cold relations, Not&#039;zar Izweski immediately offered a joint counter-piracy expedition that was accepted by the Empire. Both Admiral Oyuti and his HMV Castastrophe as well as Lord-Admiral Yizarus and his HMV Cataclysm were deployed with their respective fleets.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=95833%7C  On May 8th] things started smoothly with a summit onboard the HMV Catastrophe when the Domion Fleets met with Hegemonic fleets. The ceremonial meeting took place as initial fighting took place in the Youthstone system.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=95924%7C  The day after] saw the invasion take place proper. The Youthstone system was a major hub of pirate and raider activity and so boasted a robust defense. Despite their best efforts the coalition was able to break through and land forces on the pirate&#039;s planet&#039;s surface.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Iron Crusades and Religious Tensions (2460-2461) =&lt;br /&gt;
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&lt;br /&gt;
The Iron Crusade was a religious conflict between the Th&#039;akh Akhanzi shamans and the Maraziite Order, caused by the persecution the Th&#039;akh faith faced by the Church of Sk&#039;akh. It saw the Maraziites completely destroy the Akanzi Order, demolishing their ancient temples and butchering their members. No lords were willing to oppose the Church of Sk&#039;akh and High Priest Unzi, and only The Prophet Si&#039;akh openly defied the church, rescuing several Akanzi Elders, aiding them to escape to Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
Beyond the Crusade, the years also saw the outbreak of the Aut&#039;akh heresy. Seeing the religious tension within the Hegemony, and the outbreak of heresies, Not&#039;zar Izweski called for a summit in New Skamander for all religious leaders to attend. The convention accomplished little beyond allowing grievances to air and starting inklings of well reasoned theological debate. However, it was generally agreed as a step in the right direction.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/9655-the-wasteland-window/%7C  On April 1st] The Wasteland also saw great unrest. Akhanzi Order shaman Elder Vuthix Akhandi entered Bo&#039;ha&#039;dat and gave a public speech; a very rare sight from the reclusive Elders. In it he warned the people there of the Sk&#039;akh Church and the Iron Masks, speaking out against their persecutions.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=92829%7C  By the next day] the Maraziites were targeting Akhanzi Order. Using helicopters and off-road vehicles Iron Masks reached many secluded mountain temples and their surrounding villages, attacking them and harassing&#039;s the villagers. This prompted uprisings from Th&#039;akh Unathi were angered at the attacks. [https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=93599%7C  On April 12th] there was prison-break by Akhanzi shamans out of Iron Mask custody, prompting a dark warning of retaliation by High Priest Unzi.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=94478%7C  On April 22nd] the Maraziite Order launched the Iron Crusade. A coordinated attack on the secluded Akhanzi Order temples saw their complete destruction, including the oldest standing structure on Moghes at the time: Durahi Monastery. Over the Crusade&#039;s duration the entirety of the ancient order of shamans was ended. The survivors and refugees, dispossessed, relocated to Ouerea and as far as Tau Ceti in the largest religious diaspora in the history of Moghes. The Iron Masks appeared unstoppable due to the reluctance of Lords to intervene against them, fearing High Priest Unzi. The most successful resistance came from The Prophet Si&#039;akh. [https://forums.aurorastation.org/topic/9655-the-wasteland-window/?do=findComment&amp;amp;comment=95575%7C  On May 4th] the prophet Si&#039;akh rescued several Elders from the Order, aiding them in escaping to Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=108284  On January 6th], The Aut&#039;akh formally announced themselves in a huge shock to Moghes. The High Church, under Unzi, and conservative Lords immediately moved to destroy the heretics that are the Aut&#039;akh. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=108480%7C  On January 9th], an expedition made by the Church, with volunteer levys, were soundly defeated in a decisive battle dominated by geurilla warfare by the Aut&#039;akhs against the inexperienced Iron Masks. Not&#039;zar Izweski exploited this to maneuver to decree that the Aut&#039;akh may live. Many express confusion as to why Not&#039;zar is siding with the Aut&#039;akh instead of the Church. But Not&#039;zar Izweski understood that if High Priest Unzi were to secure prestige and power from a second successful Iron Crusade, he would effectively dwarf the power of the Izweski dynasty. Not&#039;zar Izweski, attempting to avoid the mistake of the Iron Crusade, is undermining the Church and showing that he still has power over it.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=117632%7C  On July 11th Not&#039;zar Izweski] a grand convention in New Skalamar on the colony of Ouerea which was meant to establish a formal dialogue between the Unathi Religions. Delegates came from Th&#039;akh, Aut&#039;akh, Sk&#039;akh, and even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=118081%7C  On July 17th] the Convention came into full swing. The Sk&#039;akh and Th&#039;akh delegates immediately addressed the first Iron Crusade that all but scoured Moghes of the Akhandi Order. Their arguments continued for so long that Not&#039;zar intervened and asked the Th&#039;akh to address the Aut&#039;akh. During that exchange the Th&#039;akh were extremely critical, but the Aut&#039;akh persisted. In the end, Clan-Mother Mortenga conceded that souls can manifest in inorganic material ‘in certain circumstances’. This was rejected by nearly all the Sk’akh delegates as well as the lone Si’akh delegate, who insisted a soul can only reside in organic material.&lt;br /&gt;
A turning point came when two Sk&#039;akh delegates signaled they were interested in the Aut&#039;akh&#039;s arguments. This caused the head of the Sk&#039;akh delegation to interrupt the convention with loud condemnations, throwing the affair into disarray. It ended in a show-down between Not&#039;zar and the Sk&#039;akh delegate in which Not&#039;zar dared High Priest Unzi himself to come and speak for the church he claimed. The convention then dissolved.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=118657%7C  On July 27th] the convention started up again. This time High Priest Unzi was in attendance. To everyone&#039;s surprise the doomsday prophet Si&#039;akh, who had been disguised, revealed himself and entered into a fierce tirade against the High Priest. The convention concluded without any concrete peace being made, but it did plant the seeds of small scale reconciliation between individuals of the differing faith. The open and honest dialogue and theological discussion broadcast on galactic media gave many Unathi words and arguments to explore other faiths.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Hegemon Wakes! (2461-2462) =&lt;br /&gt;
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In the most defining moment of the contemporary history of the Unathi, Hegemon Sk&#039;resti awoke from his coma and reassumed his duties, dissolving the authority of Not&#039;zar. It would be the start of a slide into chaos, as the Hegemon gave warmonging speeches, stoked the fires of militarism, and openly adopted the beliefs of the prophet Si&#039;akh, believing his son had been re-incarnated in the wasteland. This last would cause the destruction of the tenuous peace between Church and State, with High Priest Unzi condemning the Hegemon himself for heresy. It was discovered that the hegemon was suffering from severe PTSD, and was unwilling to seek help for fear of looking weak.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=129034%7C  On December 30th] the Hegemony was radically altered in the course of a single day. Hegemon Sk&#039;resti woke from his coma and immediately Lord-Regent Not&#039;zar Izweski&#039;s authority dissolved. The Hegemon, filled with the same resolve and militarism as before, made bombastic speeches in which he openly declared his intention for a great conquest of the Hegemony&#039;s foes. This fired up the bellicose members of the nobility and many began to prepare for a new age of war and conquest. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=129267%7C  On January 2nd] of the new year 2462, the Hegemon went on a tour over several Wastelander territories. During this he vowed to persecute, run out, and even slay the Wastelanders. The Hegemon swore that all lands reclaimed by the terraforming efforts would be settled exclusively by loyal Sinta, and that in this new era there would be no room for Wastelanders.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=129565%7C  On January 5th] the Hegemon was holding court in the city of Res’karum, Moghes, to meet with Wasteland representatives to hear their cases for their own existence. During this a robed figure entered the room and presented the Hegemon with a scarred Wastelander child. The robed figure was revealed to be the Prophet of Flame Si&#039;akh. The Prophet declared the child was the reincarnation of Yakt Izweski. Initially outraged, the Hegemon paused when attempting to strike down the child and the prophet. As the Prophet escaped in the resultant riot and chaos, the Hegemon, who never fully processed his grief, seemed to accept the child as his own. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130233%7C  On January 11th] the Hegemon adopted the child, declaring him Yakt Izweski and his true heir. The Hegemon&#039;s open adoption of Si&#039;akh&#039;s belief in reincarnation immediately blew up the tenuous peace between Church and State. Reprisals against Si&#039;akh communities across Moghes took place, and High Priest Unzi condemned the Hegemon for heresy.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130357%7C  On January 14th] a mundane article on water treatment reports that seemed to show corruption was found by sleuths to be embedded with documents exposing the Hegemon&#039;s mental state. In the documents, which consist of audio and video, the Hegemon is suffering from hallucinations, episodes of explosive violence, and irrational anger. In the logs its made clear that the Hegemon is still suffering from severe &#039;Post Trauma Disorder&#039;, but is both unwilling to seek help while his retainers and courtiers are too afraid to convince him to get help, believing it would be humiliating for the Hegemon.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130667%7C  On January 17th] Z’krazki Izweski, now 20 years old as the youngest of the Hegmon&#039;s children, is named a Kataphract. During the ceremony he was continuously asked about his thoughts on his father&#039;s actions but became agitated and left.&lt;br /&gt;
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== The Burning of the Scept ==&lt;br /&gt;
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Following the condemnation by the High Priest, and hostility between the church and the Hegemon, the Church was accused of kidnapping the reincarnated heir, Yakt Izweksi from the Citadel. The city watch of Skamander laid siege of the Grand Scept of the church, facing off against the Maraziites who had been discreetly arming themselves within the scept. Eventually, after a tense 3 day stalemate where neither side began overtly hostile actions, the Hegemon openly accused High Priest Unzi of the kidnapping in a public speech. Immediately, Izweski bannermen began to attempt to fight their way into the Scept, making it to the entrance as priests barricaded the doors and windows. As anarchy began to grip the city, the Maraziites attacked the city watch, which itself had divided as many members deserted to side with the Church. After a night of fighting, the Izweksi bannermen were repelled from the Scept, leading the Hegemon to personally lead an attack to the Scept with his Guwan guard. This attack would overwhelm the Maraziites and members of the Watch with them, and in the resulting capsulation the Hegemon sacked and heavily damaged the Scept. With Lords swearing to avenge this destruction, the Hegemony was on the brink of a full scale civil war. However, Hegemon Sk&#039;resti would not live to see this, as during a meeting with loyalist lords, Kataphract Z&#039;krazk Izweski, son of the Hegemon, would slay his father. thrusting Not&#039;zar back into the role of Hegemon.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=130889%7C  On January 19th] the grand temple of the Sk&#039;akh faithful in Skalamar. Moghes, was surrounded by the City Watch on the orders of the City&#039;s Lord Trikzara Sirax. The Watch initially respected the Scept, meeting with delegations from inside on the steps. They accused members of the Church of kidnapping Yakt Izweski, the adopted child of the Hegemon. In defense of the Scept Maraziites began clandestinely rearming themselves and moving to the area, actions explicitly banned by the law. High Priest Unzi himself canceled his trips and returned to the city to the seat of his power.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131079%7C  Violence broke out on January 21st] throughout Skalamar. In a public speech the Hegemon accused Unzi of kidnapping Prince Yakt and made his intentions for violence known if Yakt was not returned. The Izweski&#039;s personal soldiers fought their way to the Scepts entrance as the priests barricaded the doors and windows. In retaliation the Iron Masks violently assaulted the Watch, attempting to reinforce their holy site. The Watch itself was divided, with many deserting to join the defense of the Scept. The brutal and confusing three-way conflict Lords across Moghes responded by summoning their own forces. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131116%7C  By the morning of January 22nd] the Izweski bannermen were repelled by the Watch and by the Iron Masks. In response the Hegemon, personally wearing a Breacher Suit, led a large contingent of his personal Guwan Guard to the Scept. A loose coalition of Watchmen, Iron Masks, and armed commoners were viscously and decisively defeated and scattered as their clubs and ballistic rifles were useless against the heavy armor of several Breacher Suits and the advanced laser weapons. Other groups surrendered immediately. The Guwan Guard and the Hegemon made their way to the Scept where they were confronted by Lord Trikzara Sirax himself. After a brief argument Sirax stood down and refused to participate in the assault. As a consequence the Third Scept was sacked by the Hegemon and the Guwan Guard. High Priest Unzi himself was critically wounded in the attack that saw the destruction of countless priceless religious and historical artifacts. The building itself suffered heavy structural damage. By the end of the day several Lords swore to avenge the sacking and declared themselves to be in open revolt. By nightfall the Hegemony was once again teetering on the brink of a full scale civil war.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131234%7C On January 23rd] the Hegemon was meeting with loyalist Lords to discuss their strategy, with his sons Not&#039;zar Izweski and Kataphract Z&#039;krazk with him. During the war council the Hegemon began demanding increasingly harsh responses, at one point even calling upon Captain Xirac, present in the meeting holographically from the HMV Annihilation, to commence orbital bombardment of all cities with Lords that declared themselves against the Izweski. After a fierce argument and escalating tensions, Kataphract Z&#039;krazk drew his sword and killed his father before all those present. Not&#039;zar Izweski was then unceremoniously thrust back into his role as leader of the Hegemon as his brother was clad in irons. Even with the death of the Hegemon, the rebelling Lords refused to end the conflict and announced that they would only follow Not&#039;zar once again if he defeated the rebellion in open battle. &lt;br /&gt;
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Thrust back into the position of Hegemon, Not&#039;zar was faced with a civil war due to his fathers actions. His own forces were disorganized, with loyal lords refusing attempts at centralization, and most of the lower nobility having defected to rebellion resulting in a critical shortage of officers. In an attempt to fix this, Not&#039;zar decreed that even the lowest members of the nobility, landed or otherwise, could serve as officers resulting in many Unathi from across the spur to return to Moghes to fight on the side of the hegemony. Others would return to fight on the side of the growing rebellion. As armies maneuvered, it was soon discovered that the rebellion would be decided in a single battle, the battle of four hills. Fought north of To&#039;ha&#039;dat, the battle was an intense struggle, but would see the loyalists prevail over the rebel forces, with a significant number of foreign-born unathi fighting within the battle. After the battle Not&#039;zar met with the leaders of the rebellion, and through skillful political maneuvering, managed a separate peace with the primary military leader of the rebellion, forcing a total capitulation of who remained. &lt;br /&gt;
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The civil war saw the consolidation of Not&#039;zars power, the growing acceptance of Diona augments, the dissolution of the Maraziite order, and the imprisonment of High Priest Unzi. It would mark the turning point for the Hegemony in the eyes of many, being seen as the last point in time where the Izweski could have been dislodged from their position as the Hegemon of Moghes, and their resulting victory a sign that they would remain where they are.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131324%7C  On January 25th] Not&#039;zar found that even within his own loyalist forces, patience for his radical ideas was strained. Lords rejected his attempts to centralize their forces and appoint officers from his Cadet Schools into the army. Due to mass defections by lower-nobility to the rebel side, this left Not&#039;zar&#039;s army with critical shortages in officers. Another option was implemented, allowing even the lowest members of nobility to become officers. This saw many Unathi from as far as Tau Ceti come to Moghes to fight on the side of Not&#039;zar, while others returned to fight on the side of the rapidly growing rebellion. Several battles broke out in these initial stages, with victories and defeats on either side. But the primary upcoming battle was at a site known as the Four Hills, which if lost by the loyalists would throw open the gates of To&#039;ha&#039;dat and Skalamar itself to the rebellion.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131402%7C  January 25th] saw ceremonial preparation for the Battle of Four Hills. Here Not&#039;zar, oversaw his assembly of Unathi and Vaurca warriors while across Moghes smaller scale battles were taking place.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131444%7C  On January 27th] the Battle of the Four Hills decided the civil war. After the intense struggle nearly saw the loyalist forces rout, and even after the near-death of Not&#039;zar in personal combat, the loyalists prevailed and routed the rebellion forces. The battle is historically significant for the large number of foreign-born Unathi who came to Moghes for the fighting. A large number of Unathi from Tau Ceti came, fought, and then retuned to their home Star System.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=131587%7C  By January 28th] Not&#039;zar Izweski, met with the three leaders of the Rebellion: High Kataphract Zakeai, Lord Orezali, and Maraziite Chapter-Master Nu&#039;ghai. During the peace conference he skillfully divided the rebellion by tapping into the animosity between their leaders. He secured a separate peace with Lord Orezali, which reduced the rebellion&#039;s forces so significantly that they had no choice but to comply in turn. The consequences of the brief civil war were intense on historical, political, and sociological scales. It saw the consolidation of Not&#039;zar Izweski&#039;s power, growing acceptance for dionae augments and the becoming of Kizitaa - or &amp;quot;bonded ones&amp;quot;, or even Aut&#039;akh augments by maimed warriors, the deposition of High Priest Unzi and the dissolution of the Maraziite Order, the eventual loss of Gakal&#039;zaal by the Hegemony to the Democratic People&#039;s Republic of Adhomai, and a wider belief that the Lords were losing their ability to dislodge the Izweski from their position.&lt;br /&gt;
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= The Rise of Hegemon Not&#039;zar (2462-2465) =&lt;br /&gt;
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His victory in the brief civil war and quick consolidation of power made Not&#039;zars full ascension to Hegemon assured, as political maneuvers eased the transition and more formally esbatlished his authority. Immediatly after the surrender of the rebellion, Not&#039;zar presided over the trials of his brother, for murdering their father, and of High Priest Unzi, for the kidnapping of Yakt Izweksi. In both cases, the defendants were established to be guilty, with his brother Z&#039;krazki taking on the title of Guwandi, and High priest Unzi being exiled into the wasteland. At the conclusion the Trials, Not&#039;zar was seen speaking to Hizoni Razi several times, who had just been given broad powers as the Izweski Spymaster by Not&#039;zar.&lt;br /&gt;
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In the announcement for his coronation, Not&#039;zar promised to repair the image of Clan Izweski as honorable leaders, emphasizing his goal to take a more traditional style of rule compared to the times during his Reign as Lord-Regent. Following his coronation which took a large phsyical toll on the handicapped hegemon, the colony of Gakal&#039;zaal fell to rebellion due to the draconian actions of Overlord Yizarus. Due to his actions, including the execution of a pro-hegemony Tajara family, the overlord was stripped of all titles, and handed over to the people of Gakal&#039;zaal to do with as they pleased. The colony was written off by the Hegemony, and has since been under the tenious control of the Democratic People&#039;s Republic of Adhomai.&lt;br /&gt;
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The Hegemon then supported the Republic of Biesel in it&#039;s conflict against the Solarian 35th Fleet, before the Hegemony was struck heavily by the onset of the phoron scarcity. With emergency phoron reserves depleted, Not&#039;zar reigns over a Hegemony in dire straits, with a bulk of the navies best ships unable to travel interstellar distances, and Moghes undergoing a famine, with strict rationing in place to attempt to stave off widespread starvation for the time being. Smuggling runs rampant, with the Navy ineffectually running patrols to intercept smugglers. The Hegemony stands on a precipice, and only the spirits knows if it will fall.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=132442%7C  On February 10th] Not&#039;zar oversaw the trial of his brother. During the trial Not&#039;zar demanded that Z&#039;krazki justify his crime, and his obstinate younger brother refused to speak until mid-way through the trial. Z&#039;krazki&#039;s legal defendant, Advocate Miziak, was unable to persuade the emotional Not&#039;zar. The young Hegemon demanded that Z&#039;krazki take on the title of Guwandi and enter exile. This offer was accepted and Z&#039;krazki was escorted deep into the Wasteland.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=132681%7C  On February 16th] High Priest Unzi faced trial. During the trial the same questions were brought up on the relationship between the church and the state, and where each had authority over one another. Unwilling to concede, Unzi trapped himself into sharing culpability with the Iron Masks. In the end he was found guilty on all counts and exiled to the Wasteland. In addition Not&#039;zar was seen speaking to the azure Hizoni Razi, who only a year ago saved his life. Unknown at the time, the young noblewoman at that moment was being given broad power over the Hegemon Shadow Service as spymaster for the young Hegemon. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=134520%7C  On March 31st], Not&#039;zar Izweski made a speech for reconciliation and to repair the Izweski&#039;s image as honorable leaders, and emphasizing that he would be taking a more traditional kind of rule to placate the Lords. Hizoni Razi also spoke, herself announcing the formal coronation of Not&#039;zar Izweski as Hegemon in the next seven days.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=134918%7C  On April 7th] Not&#039;zar Izweski was officially coronated as the 68th Hegemon, and the 19th Izweski to have the title. The experience was exhausting for the physically handicapped nobleman as he had to wear heavy clothes and a lot of jewelry, but the image portrayed as a strong, calming presence to his citizens in the first publicly broadcast coronation further increased his approval with the public.&lt;br /&gt;
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== The Fall of Gakal&#039;zaal (2462) ==&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=119676%7C  On August 15th], word came from the Hegemony colony of [[Gakal&#039;zaal]], a majority Tajara planet, the second son of Guildmaster Mj&#039;akurahur disappeared from their clan’s estate just outside the capital city of Zikala. The Guildmaster blamed the Tajara of the colder northern regions which had never submitted to the Hegemony. Overlord Makar Yizarus, relative of the famous Lord-Admiral Yizarus, swore retaliation for what was believed to be an abduction.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=119781%7C  But by August 17th], the story became even more complicated, turning from an abduction in the dead of night to a story of love, religious conviction, and the resistance many of the local Tajara felt to their Unathi overlords and the demands to convert to their so-called &amp;quot;liberators&amp;quot; religion.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=137401%7C  On June 20th] the colony of Gakal&#039;zaal was finally pushed over the edge. Overlord Yizarus&#039; continued floundering and brutal treatment of the natives had worn out the patience of of the local Tajara population, the Guilds he was exploiting, and even Not&#039;zar Izweski.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=137708%7C  By June 30th] the corruption and mismanagement prompted a more serious rebellion. Using guerilla warfare the Tajara rebels imposed significant casualties on the forces of Overlord Yizarus, who engaged in even more draconian punishments in an attempt to quash the movement.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=138172%7C  On July 15th] Overlord Yizarus was discovered to have been the mastermind of an elaborate ruse that saw the execution of a prominent pro-Hegemony Tajara family. In addition the Overlord had used a holographic projection claiming to be a moderately well known and honorable nobleman Shiassta to protect his own honor. Disgusted, Hegemon Not&#039;zar Izweski stripped Overlord Yizarus of his titles and all but granted Gakal&#039;zaal both autonomy and the right to do with Yizarus as they pleased if they caught him. Writing off the colony, Gakal&#039;zaal became an embarrassing stain on Not&#039;zar&#039;s proclaimed ability to integrate anyone within the Hegemonic system.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=139965%7C  On August 25th] Spymaster Hizoni Razi announced the conclusion of the investigation into the kidnapping of Yakt Izweski. It was revealed that an Izweski Citadel maid abducted the child and handed it over to the Maraziite Order. While the investigation did not settle the question on Unzi&#039;s involvement, it nevertheless proved to be the final blow in the Iron Masks&#039;s legitimacy, all but ending the Order entirely. At the same time the fate of Yakt Izweski was still undetermined, with the childs whereabouts still unknown.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=142913%7C  On November 22nd] Not&#039;zar Izweski announced that the Hegemony would be intervening in the conflict between the Republic of Biesel and the attacking Solarian forces. Summoning Kataphracts and levys, forces were assembled an dispatched to protect the fledgling star nation.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=143207%7C  By December 4th] the crisis had been resolved, but due to elaborate demands on how the Hegemonic forces should return to Tau Ceti, the withdrawl took a considerable length of time that resulted in hundreds of warriors being stranded in the star system.&lt;br /&gt;
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== The Phoron Scarcity (2464) ==&lt;br /&gt;
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The Hegemony was finally caught by the Phoron scarcity in 2464, resulting in an economic downturn followed by famine. Not&#039;zar pushed many reforms in an attempt to avoid total catastrophize, tightening his control over the economy, demanding taxes from the guilds, instituting rationing and tapping Ouerea to become the Hegemonic food production center. These reforms managed to somewhat stabilize the situation, but greatly increased the influence of Hephaestus Industries, while decreasing the influence of individual guilds within the Hegemony. &lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/page/6/#comment-156281  On May 4th], the Master of Rivers for the Hegemony, Overlord Azui Hutay&#039;zai announced that the Hegemonies phoron reserves had finally depleted. The depletion of the reserves was an extreme danger to the economy, as it would become more and more difficult to ship goods manufactured or created within the Hegemony across the stars; The massive amount of exported goods from the Hegemony has been it&#039;s main source of revenue since first contact, and now the flow of credits into the nation had been cut off.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157225  On June 14th], it was announced by Lord&#039;s Claws Mizaruz Izweski that a large number of the navies galactic ships, including all three of the Cataclysm Class Super Dreadnaughts would no longer be able to travel interstellar, due to a lack of phoron to fuel their bluespace drives. The most advanced ships of the Hegemony were effected by this, and all ships above bulwark class were remanded to the the First and Second Fleet, who began to patrol the orbits of Moghes and Ouerea. The 4th fleet was created with all ships that could still go interstellar, and patrols the fledging Hegemonic colonies and borders.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/16716-mendell-city-bugle/?do=findComment&amp;amp;comment=157351  On June 21st], a string of announcements by megacorporations and their subsidiaries spelled out a general withdrawal from business within the Hegemony, and with Hegemonic Guilds citing unfriendly practices and difficulty transporting goods due to the Hegemonic tariffs and guild system. The only two companies not to withdraw from business with the Unathi were Hephaestus Industries and Orion Express.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157453  On June 24th], the Hegemon, with the Master of Rivers, announced their response to the withdrawal of megacorporations that had happened the following week. The response was an reform to the tax system, centrally the introduction of a flat guild tax that must be paid by guilds of the Hegemony, the establishment of a sales tax within the Hegemony, and the raising of tariffs. Secondarily, colony worlds were no loner allowed to transport goods directly from their ports, all goods must first go through the Moghes Orbital docks. The sales tax is also double on all colony worlds. In addition, mining operations began on Chantrell, the Moon of Moghes, with 1/3rd of the lands being given to Hephaestus as payment, and the other 2/3rds being put up for auction. The guilds generally despised these reforms, with only Hephaestus Industries praising the Hegemon for his wisdom.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157739  On July 13th], a joint report was released by the Fishermen&#039;s, Medical, Hunters, and aquaculture guilds of the Hegemony. The report stated that due to the scarcity making it near impossible to import enough food foodstuffs, and the issues of food production post-contact war, the Hegemony would soon be facing a full on famine as food stocks after the next harvest would only be enough to feed roughly three-fourths of the population. The report then went on to propose a solution, strict rationing under the Hegemon himself could hold over the Hegemony without widespread starvation, while food production is massively expanded on the Ouerea.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=157872  On July 19th], a ship carrying smuggled goods was seized in the city of Tzonia. The goods were high end electronics, and the smugglers, mostly human, were intent on selling their goods without paying tariffs or enforcing the sales tax required by the Hegemon. The seizure illustrated a larger issue, where populations who before had easy access to high-end off world goods, primarily the urban nobility, wishing for a return to their pre-scarcity quality of life, regularly purchased smuggled goods. As a response, the Hegemonic Navy announced it would dedicate those ships unable to go interstellar to fighting smugglers.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=158061  On July 26th], a Aut&#039;akh community was discovered being used as a smugglers base in Raizr. The community was using profits from their illegal operations to purchase high-end prothesis and electronics from the wider spur.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=158210  On August 2nd], the results of the Hegemonic Navies attempt to combat smuggling were revealed. Due to the ships used in the attempt being incredibly large, and only able to utilize subspace engines, as well as tactics practiced by the Hegemonic navy, very few smugglers are intercepted. Most use small atmospheric shuttles who land in the wasteland, outside the reach of any city Watchmen. Those selling smuggled goods also began to use mobile shops, slipping into cities to sell their goods, before ducking back out into the wasteland.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=158446  On August 9th], the Hegemon official announced a policy of food rationing over the radio. Ouerea had agreed to terms setout by the Hegemon, having it&#039;s colony taxes and tariffs revoked, as well as assurances those working on Ouerea will be majority Ouerean in return for becoming a food production powerhouse within the next year. Stealing food became a extreme crime, punishable by up to 15-20 years of hard labor. Rationing will work by having every clan register themselves and all their members with a local representative of the Hegemon, who oversees the distribution of food. Clans will pick up their food together, with each member being given a card with their photograph containing dates for pickup and type of food.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Wedding of Not&#039;zar Izweski (2465) ==&lt;br /&gt;
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&lt;br /&gt;
In mid-2465, a brief moment of joy interrupted the ongoing famine ravaging the Hegemony, as Hegemon Not&#039;zar announced his intent to marry and continue the Izweski line. Suitors from across the Hegemony flocked to Skalamar in the hopes of winning the Hegemon&#039;s heart, with each of them working to their own agendas. Eventually, however, Not&#039;zar chose to marry for love rather than politics, marrying his spymaster Hizoni Razi. The consequences of this, and the factions alienated by the Hegemon&#039;s choice, have yet to fully unfold.&lt;br /&gt;
&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164617 On April 20th], the Hegemon announced his intent to marry, leading to widespread celebration and speculation. Within hours of the announcement, the powerful factions of the Hegemony began planning, and seeking to turn this announcement to their advantage.&lt;br /&gt;
&lt;br /&gt;
The first suitor to formally announce her interest was Seleta Sarnac, the High Speaker. [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164643 On April 23rd], the diplomat announced her intent to court the Hegemon - though receiving some criticism for her progressive views, she persisted in her efforts. &lt;br /&gt;
&lt;br /&gt;
More suitors would follow, with two more arriving [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164686 on April 26th]. Zsash Hutay&#039;zai, daughter of Overlord Azui Hutay&#039;zai, was the first to arrive - followed shortly after by Overlord Rokasi Miazso of the Southlands. Hutay&#039;zai&#039;s interest proved controversial, as the only Th&#039;akhist seeking the Hegemon&#039;s hand; while Miazso&#039;s rivalry with the Sarnac clan as an oft-discussed subject among those speculating on the Hegemon&#039;s wedding.&lt;br /&gt;
&lt;br /&gt;
The final two suitors proved stranger still - the first not even nobility, but an elected official from the Ouerean Confederation, Ozesh Zuruziir. She arrived on Moghes [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164713 on April 29th], and rapidly began putting her own plans into motion. A short while later, [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164739 on May 2nd], a young woman by the name of Azihoa T&#039;zakal announced her interest - the niece of Hephaestus&#039;s Sector Administrator, with close ties to the megacorporation in her own right.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164814 On May 10th], the Hegemon made his choice - announcing his imminent marriage to spymaster Hizoni Razi. Though rumors of a relationship between the two had long-abounded, her lack of expressed interest meant that the decision came out of nowhere to many of those observing. Nonetheless, the choice was made.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=164835 On May 14th], very soon after the announcement, Hizoni and Not&#039;zar were married in the Great Scept, before the assembled nobility of the Hegemony. Though the celebrations seemed to bring some light into the Hegemony&#039;s dark situation, many of those who sought the Hegemon&#039;s hand - whether on their own, or through other proxies - left Skalamar angry at the Hegemon&#039;s decision. Whether his choice was a bold or foolish one remains to be seen.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Izweski Restoration (2465-Present) =&lt;br /&gt;
As the phoron scarcity worsens across the Spur, the Hegemony has begun to stabilize, redoubling its efforts to heal the wounds of Moghes. As Hephaestus Industries greatly expands its power, the Sk&#039;akh Church recovers from the chaos of the civil war, and the Hegemon seeks new allies elsewhere, the Unathi people find themselves entering an age of uncertainty - and, perhaps, one of hope.&lt;br /&gt;
&lt;br /&gt;
== [[The Titan Rises Arc|The Titan Rises]] (2465) ==&lt;br /&gt;
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&lt;br /&gt;
In 2465, the phoron scarcity&#039;s impact on the Hegemony would reach a tipping point, as the major guilds began to fall into bankruptcy and Ouerea erupted in rioting against potential ecological devastation caused by Hephaestus Industries. With the nation on the brink of collapse, the megacorporation swept in, buying out many of the major Hegemonic guilds and establishing a near-monopoly over the Izweski economy. This would not be purely one-sided, as concessions were required in order to sway the nobles of the Hegemony to allow such an action, naming Yukal T&#039;zakal as Guildmaster, standing equal to Titanius Aeson himself on the Board of Directors - the highest corporate position ever achieved by any non-human in the Orion Spur. As Hephaestus seizes nearly all the major Guilds, and Unathi gain ever more influence within the company, it seems apparent that now more than ever the nation and corporation are tied tightly together - and though both benefit from this, it is not without its own risks, and the potential for a schism in Hephaestus from the very top has not gone unnoticed...&lt;br /&gt;
&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166310 On July 20th], Hephaestus Industries announced construction of a new aquaculture center on Ouerea, in the hopes of bringing an end to the famine gripping the Hegemony. Though some Ouereans claimed that it would damage the environment of Ouerea, these protests were small and largely dismissed.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166353 On July 22nd], that would change, as leaked documents - allegedly confidential Hephaestus internal memos - showed projections that the seas of Ouerea would be rendered barren by the megacorporation&#039;s aquacultural program. The planet erupted in outrage at Hephaestus, protests gripping the planet - while on Moghes, the general opinion was more favorable towards this, valuing the survival of the people living there over the Ouerean ecosystem. Though Hephaestus claimed the documents were forgeries, and released their own predictions showing that their project would be sustainable, it was too late - the fire had already been lit.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166364 On July 24th], Izweski and Hutay&#039;zai troops were deployed to Ouerea to quell the rioting. Martial law was imposed in several cities, in scenes reminiscent of the Rebellion, and several Oueran protestors wound up dead during battles in the streets of the planet&#039;s major cities. The rioting would continue for several days, with nearly one thousand dead from both protestors and Hegemonic forces. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166432 On July 27th], the rioting ended, with Hutay&#039;zai bannermen withdrawing from Ouerea to be replaced by K&#039;lax Warriors. Several prominent Ouereans, including members of the Synod of Scales, condemned the riots - as well as voices from further afield. The K&#039;lax and Izweski forces would remain on the planet to maintain order, before being withdrawn. The Hegemony&#039;s troubles were far from over, however, as would soon become clear.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166532 On July 30th], the Merchants&#039; Guild, a cornerstone of the Izweski economy, declared bankruptcy - driving the ongoing recession into what could only be described as a death spiral. The other guilds reeled from this, unable to export or trade their products without the Merchants, and it seemed that a depression was imminent in the Hegemony.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166909 On August 2nd], the other guilds would begin massive layoffs, attempting desperately to stay afloat as the economy crashed and burned around them. Guildsmen who had lost their livelihoods took to the streets in fury, protesting the cowardice of the guildmasters who had, in their eyes, thrown them under the bus. While Hephaestus snatched up much of the skilled workforce who had lost their jobs, thousands of Unathi across Moghes were left suddenly unemployed.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166927 Later that same day], Overlord Hutay&#039;zai made waves with an incendiary proclamation, condemning the Hegemon and claiming he will sell the Hegemony out to aliens. This proclamation bordered on treason, though the Hegemon&#039;s response was surprising, expressing sympathy rather than condemnation, claiming that Hutay&#039;zai is being misled and hoping he realises that. What exactly the Overlord meant with his words, none were certain - at least, not yet.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166947 On August 3rd], history was made as Hephaestus CEO Titanius Aeson gave a public address, declaring that Hephaestus was alien no longer - both a human corporation and an Unathi guild, and that its leadership should reflect this. Former Sector Administrator, Yukal T&#039;zakal, was raised to Aeson&#039;s former position of Guildmaster - a position equal to the CEO in authority, above the board of directors. This would be the highest corporate position ever reached by a non-human, and it would send shockwaves through the entire Spur; though they would be nothing compared to what was to come.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166950 That same day,] Hephaestus made its move - bailing out nearly all of the major Hegemonic Guilds (with the exception of the Merchants), and reorganizing them as subsidiary corporations. In a matter of hours, the megacorporation had suddenly achieved a near-monopoly within the economy of the Izweski Hegemony - and brought an end to the ongoing economic collapse. While some former guildsmen protested this, viewing it as vindication of Hutay&#039;zai&#039;s outlandish claims, many rejoiced, having regained their jobs complete with the newfound benefits provided by Hephaestus.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/16330-tau-ceti-times/?do=findComment&amp;amp;comment=167247 This would send shockwaves even further afield], with Hephaestus stock prices skyrocketing as thousands of newly-hired Hephaestus workers on Moghes bought company shares. In the Republic of Biesel, economists were astounded at the masterstroke of Hephaestus, creating a monopoly that previously only NanoTrasen had dared to dream of - and in an entire nation, rather than one system. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=167534 On August 17th], Hegemon Not&#039;zar would announce widespread reform of workers&#039; rights, in collaboration with Hephaestus. Guild workers across the Hegemony received paid vacation, sick leave, and mandatory Guild-provided healthcare - which would now largely be provided by Hephaestus, thanks to its acquisition of the House of Medicine. This would be celebrated by many, with the anti-Hephaestus sentiment on Moghes already fading among commoners and guildsmen - the economy was saved, and the workers would thrive more now than ever.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=168522 On September 13th], the day many had awaited finally came, as the Hegemon declared an end to rationing. The aquaculture centers on Ouerea had begun exporting fish en masse already, and food distribution stands were torn down across the planet as the looming spectre of famine was finally banished - in the Untouched Lands, at least. Though the Wasteland still struggled with famine, the broad feeling across the Hegemony was one of hope - hope that the worst had finally passed, and the nation would emerge greater than ever. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Sk&#039;akh Restoration, Part 1 (2465) ==&lt;br /&gt;
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While the Hegemony&#039;s economy entered its final descent, the ancient religions of Moghes were engaged in their own crisis. The Akhandi Order, exiled to Tau Ceti during the Iron Crusade, demanded reparations from the Sk&#039;akh Church - who were unable to agree, being deadlocked with only four Archpriests since the exile of Unzi. Eventually, Overlord Azui Hutay&#039;zai took action - using his right to appoint an Archpriest and break the deadlock, an act which he previously had decried as a betrayal of his Th&#039;akh faith. With the new Archpriest appointed, the Church voted in favor of reparations, leading to celebration among Th&#039;akh faithful - and some wariness among the Hegemony&#039;s nobility, as the once-broken power of the Church begins to repair itself.&lt;br /&gt;
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[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166295 On July 20th], the Akhandi demanded several billion credits&#039; worth of reparations from the Church, with Overlord Hutay&#039;zai speaking out in favor and urging the Archpriests to pay the reparations. Faithful Sk&#039;akh nobility were outraged at this, urging the Church not to cave to the Akhandi demands.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=166442 On July 27th], Sinta Articles revealed that the Archpriests were conflicted - unable to reach a consensus on the matter of the reparations, and seemingly growing angered in their debates over the matter. This deadlock would continue for some time, as without a High Priest there was no voice to call the highest of the Church to order.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=167032 On August 5th], the Hegemon stepped in, as the ongoing economic crisis had been averted by Hephaestus Industries. The Archpriests were summoned to a meeting with Not&#039;zar Izweski, and reportedly left looking pleased, leading many to speculate that the Hegemon had managed to get them to agree on a solution. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=167593 On August 19th,] the Archpriests announced that they would formally vote on the matter of reparations. In the Tza Prairie, Overlord Hutay&#039;zai&#039;s court shaman called on him to rise to his station and appoint an Archpriest, in the hopes that the ancient Akhandi temples could once again be rebuilt. The Overlord took this suggestion poorly, refusing to legitimize the Church in an angered public outburst that shocked many. In response to this, the Hegemon summoned Hutay&#039;zai to Skalamar to meet with him personally.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=168256 On September 4th], Hutay&#039;zai seemingly had a shocking change of heart, agreeing to appoint a Sk&#039;akh Archpriest for the Tza Prairie - a historic first, as the region had traditionally been a heartland of Th&#039;akh. The new Archpriest, Akale Roeruz, thanked Overlord Hutay&#039;zai for his appointment, and spoke on the necessity of peace and friendship between their two faiths.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=168468 On September 11th], Archpriest Roeruz was formally inaugurated, promising an end to the months of deadlock and dispute among the Church. Crowds of Sk&#039;akh faithful celebrated, bells ringing in the streets - as the Hegemony waited to see how the vote would unfold.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=168621 On September 13th], the Archpriests voted three to two in favor of reparations to the Akhandi Order. The elder shamans of the Order gave their thanks, hoping that a new age of peaceful coexistence between Th&#039;akh and Sk&#039;akh could come to be. Some Sk&#039;akh faithful, however, were less than pleased with the decision, protesting what seemed to them to be the Church bending its knee to heretics. Regardless, thousands of Th&#039;akhists made pilgrimages to the ruins of the Akhandi Temples, in the hopes of blessing the reconstruction when it begins.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Unlikely Alliances Arc|Unlikely Alliances]] (2465) ==&lt;br /&gt;
During Hephaestus&#039;s rise to power, an Unathi pirate who had long evaded justice was captured by the forces of the [[Solarian Reconstruction Mandates|Southern Solarian Reconstruction Mandate]]. Zyuiz Guwan, formerly Captain Zyuiz Sitraz of the Izweski Navy, was captured on August 8th, 2465, and charged with the crime of piracy in Solarian space. After negotiations with the Hegemony, the SSRM permitted the prisoners to be extradited and tried by the Hegemony in a temporary embassy on the planet Sankt-Frederick. Lord-Admiral Yizarus presided over the trial, executing the captured pirates in a swift and merciless trial which shocked Solarian audiences. With the deed done, the admiral departed - leaving the Hegemony and the Reconstruction Mandate more open to future cooperation.&lt;br /&gt;
&lt;br /&gt;
== [[Stoking The Flames Arc|The Rise of Si&#039;akh]] (2466) ==&lt;br /&gt;
&lt;br /&gt;
Due to the divided state of the Sk&#039;akh Church and ongoing problems in the Hegemony, the Si&#039;akh faith saw a sudden rise to prominence, with the Prophet Si&#039;akh making several appearances both across Moghes and offworld. Si&#039;akh priests began preaching vocally on Ouerea, Biesel, and Mictlan, leading to religious conflict across the Spur. Several Si&#039;akh preachers attempted to enter the Empire of Dominia, and were caught and executed for their heresy - an act which worsened Izweski-Imperial relations. The full details of these events can be read on the arc page.&lt;br /&gt;
&lt;br /&gt;
== [[Demands of the Three Arc|The Sk&#039;akh Restoration, Part 2]] (2466) ==&lt;br /&gt;
&lt;br /&gt;
In 2466, the Archpriests of the Sk&#039;akh Church finally gathered to appoint a new High Priest, with the rising influence of Si&#039;akh threatening them into action. After a period of much debate regarding the future role of the Church in society, the question of Church militancy, and the spiritual wellbeing of the nation, a new High Priest was finally chosen - Korza Azandar, former Archpriest of the Southlands. A moderate voice, Azandar was able to gain the support of both the militant Archpriest Malza and the radically progressive Archpriest Azente - though what concessions they extracted from him in exchange for their votes remain unclear. The Church was permitted to raise a small force of armed men, though one far more tightly leashed than the Maraziites of old.&lt;br /&gt;
&lt;br /&gt;
== [[New Blades Old Wounds Arc|New Blades Old Wounds (2466)]] ==&lt;br /&gt;
&lt;br /&gt;
In May 2466, Hegemon Not&#039;zar invited several diplomats from the Nralakk Federation to Ouerea, in the hopes of re-establishing relations with the formerly isolationist nation. After much deliberation, the Hegemony and Federation signed the Nralakk-Izweski Mutual Prosperity Agreement - a treaty establishing trade connections, mutual use of ports, and humanitarian aid efforts for the regions of Moghes harmed by the Contact War. Hephaestus Industries, seeking better publicity, involved themselves, leading to the wider SCC contributing to the humanitarian efforts via the crew of the Horizon.&lt;br /&gt;
&lt;br /&gt;
The humanitarian program was undermined by Lord Izaku of Mudki, who believed it to merely be the first stage of a nefarious Skrell plot. Izaku had his warriors abduct and torture several Federation workers for information in the town of Izilukh - a betrayal discovered by the crew of the Horizon. With Izaku&#039;s crime exposed, he raised his banners in a desperate rebellion, which was swiftly defeated by the Hegemon&#039;s forces. Though the future of the Hegemony remains uncertain, it appears that their new agreement with the Federation will continue without significant opposition.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Contact_War&amp;diff=38607</id>
		<title>Contact War</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Contact_War&amp;diff=38607"/>
		<updated>2026-02-23T23:11:35Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox military conflict&lt;br /&gt;
 |conflict = Contact War&lt;br /&gt;
 |image = Moghes_porposal&lt;br /&gt;
 |date = 2438 - 2449&lt;br /&gt;
 |location = [[Moghes]]&lt;br /&gt;
 |result = Hegemony Victory&amp;lt;br&amp;gt;Dissolution of the Traditionalist Coalition&amp;lt;br&amp;gt;Creation of the Wasteland&lt;br /&gt;
 &amp;lt;!-- The next few categories are split between left (1) and right (2). Use &amp;lt;br&amp;gt; to move to the next line as show in the example --&amp;gt;&lt;br /&gt;
 |combatant1 = [[Izweski Hegemony]]&lt;br /&gt;
 |combatant2 = Traditionalist Coalition&lt;br /&gt;
 |commander1 = [[Notable_Unathi#Hegemon_S&#039;kresti_Izweski,_The_Fallen|Hegemon S&#039;kresti Izweski]]&lt;br /&gt;
 |commander2 = [[Notable_Unathi#Don&#039;zai_Azarak|King Don&#039;zai Azarak]]&amp;lt;br&amp;gt;Various Coalition nation leaders&lt;br /&gt;
 |strength1 = Approx. 1.4 million professional soldiers&amp;lt;br&amp;gt;Unknown number of levied forces&lt;br /&gt;
 |strength2 = Approx. 1.8 million professional soldiers&amp;lt;br&amp;gt; Unknown number of levied forces&lt;br /&gt;
 |casualties1 = Approx. 600 million combined civilian and military&lt;br /&gt;
 |casualties2 = Approx. 1.3 billion combined civilian and military&lt;br /&gt;
 |}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Contact War was a global conflict on [[Moghes]] which took place from 2438-2449. The war was fought between the [[Izweski Hegemony]] and a coalition of independent nations, primarily referred to as the Traditionalist Coalition. The war escalated into a nuclear exchange which devastated large swathes of Moghes, and created the barren and desolate [[The Wasteland|Wasteland]] which now scars the planet.&lt;br /&gt;
&lt;br /&gt;
The Izweski Hegemony had a long history of condescending and patronizing attitudes towards its neighbors. As a global superpower it regularly and eagerly intervened in the affairs of other clans and kingdoms outside its borders. Many, even within the Hegemony, felt the Izweski were naked despots who would sacrifice any form of honor code or creed in the name of solidifying their own power.&lt;br /&gt;
&lt;br /&gt;
When humanity and the [[Skrell]] made first contact with the Unathi, diplomacy was conducted near-exclusively through the Izweski, who worked to ensure a monopoly on trade with alien powers. The nations of the Coalition came to fear a future where the Hegemony would rise as an interstellar empire, and the other nations of Moghes would either be crushed effortlessly or left to fade into irrelevance.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
&lt;br /&gt;
In 2403, a human exploration team discovered Moghes. Shortly aftewards, first contact was made. Traders and scientists from the [[Solarian Alliance]] and [[Nralakk Federation]] flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the capital of the Hegemony, became the first Unathi city to have a spaceport constructed. Built by [[Einstein Engines]] and opened in 2405, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
The Izweski claimed to speak for Moghes, and the difficulties in the early days of human xenolinguistics had Solarian and Skrell scientists taking the concept of the &amp;quot;Hegemony&amp;quot; extremely literally when first contact was made, believing initially that the Izweski ruled uncontested over Moghes. Hegemon S’kresti initially kept alien presence restricted and under watch, with human vessels only being permitted to trade in Skalamar and on [[Ouerea]] - all in order to prevent rival nations from gaining access to advanced technology.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;The New Moghes&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Shrewd political maneuvering by the Izweski Clan saw the introduction of the Extranet to Skalamar by 2406, though access was extraordinarily stratified to the upper echelons of the Hegemonic government, which reflected the massive economic disparity between the upper and lower classes of the Izweski Nation. With the unprecedented access to the sum collection of all human and Skrell knowledge at the time the Izweski were able to begin reverse-engineering alien technology based on information gained via the Extranet, or otherwise gained in-depth as a result of various treaties or trade deals between them and interstellar powers.&lt;br /&gt;
&lt;br /&gt;
By 2410 this resulted in the first fusion power plant being opened in Skalamar by Junzi Electric - the dominant guild of the Izweski energy market. The Yuiztiz Fusion Plant had a capacity of 30,000MW of electricity, compared to most Moghean natural gas power plants that had a capacity of 5,500MW. &lt;br /&gt;
&lt;br /&gt;
Needless to say, the global energy market collapsed as energy Guilds began to realize they would become irrelevant within a decade at most. Ironically the price of electricity skyrocketed across Moghes for years as fusion power became a reality and utility Guilds went under, whereas after a brief few months of fluctuations the Izweski found themselves achieving full energy independence until the conclusion of the Contact War.&lt;br /&gt;
&lt;br /&gt;
=== The Uezwik Incident ===&lt;br /&gt;
&lt;br /&gt;
As soon as diplomatic channels were opened with alien life, the Hegemony prioritized its offworld expansion, investing enormously into its fledgling colony on Ouerea and increasing funding to the space program. As Ouerea became increasingly self-sufficient, Hegemony scientists turned their efforts towards expanding beyond Uueoa-Esa. The Hegemony possessed some warp-capable ships, purchased from human corporations - but Hegemon S’kresti did not wish to remain reliant on alien assistance forever. In collaboration with Solarian and Nralakk scientists, the Izweski Space Program began studying the science of warp travel. Their efforts finally bore fruit in 2437, with the creation of the first Unathi-manufactured FTL-capable spacecraft - the HRV &#039;&#039;Uezwik’s Hope&#039;&#039;, named for the project’s lead scientist.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Uezwik’s Hope&#039;&#039; was scheduled to depart Uueoa-Esa on July 18th, 2437, making a warp jump to a neighboring star system - but disaster struck. A minor unnoticed error in the calculations of the researchers led to the vessel drifting outside of the charted warp lane, diverting it from its planned course. The vessel rematerialized in the correct system, but the malfunction led to a high-speed impact on the surface of a barren dwarf planet. Solarian and Nralakk vessels searched for the &#039;&#039;Uezwik’s Hope&#039;&#039; for several days before locating the wreckage - with no survivors.&lt;br /&gt;
&lt;br /&gt;
The loss of the vessel was regarded as a great tragedy across Moghes, with some anti-Hegemony figures claiming it as a testament to Izweski wickedness, accusing the Hegemon of having thrown away the lives of its crew out of his own hunger for power. Though it was considered a tragic loss of life, there was little international anger until November 3rd, 2437- when the HRV &#039;&#039;Uezwik’s Memory&#039;&#039; successfully completed the same warp jump that its predecessor had failed. The Izweski were now an interstellar nation in truth, and to many of the other nations of Moghes this was a sign that they would soon be powerless before the Hegemony’s strength.&lt;br /&gt;
&lt;br /&gt;
=== The Firebrand Summit ===&lt;br /&gt;
After the Uezwik’s Memory made its successful warp jump, the nations of Moghes were in a state of uncertainty. In January of 2438, the [[Broken Coalition|Azarak Kingdom]] - the largest and most powerful of the non-Hegemonic nations - called a summit in the city of Darakath, inviting the leaders of nearly every nation on Moghes. Over a hundred world leaders attended the summit, alongside observers from the Sol Alliance and Nralakk Federation, to discuss the growing power of the Izweski and concerns about the future of Moghes.&lt;br /&gt;
&lt;br /&gt;
[[Notable_Unathi#Don&#039;zai_Azarak|King Don’zai Azarak]] opened the summit with his now-infamous “Broken Oaths&#039;&#039; speech, decrying the Izweski as honorless and brutal conquerors, who sought to use alien technology to bring all of Moghes under their rule and bring about a single global government firmly under Izweski control. King Don’zai famously ended his speech by declaring that “The Izweski founded their Hegemony on broken oaths! Will we allow them to break us like they broke the bodies of the Sarakus? They come with arms outstretched in friendship, but their intention is to reach out and snap our necks!”&lt;br /&gt;
&lt;br /&gt;
[[The Queendom of Sezk-Hakh|Some nations]] chose to stay neutral, or believed that aligning themselves against the Hegemony could only end in devastation. However, many of the independent nations of Moghes - and nearly all of the ones with the capacity to threaten the Hegemony - found reason in King Don’zai’s words, believing that the only way to stop the Izweski from conquering all of Moghes was to strike first and defeat them before their designs could be realized. When the summit was over, these nations planned a grand alliance - one intended to crush the Izweski swiftly and force a surrender.&lt;br /&gt;
&lt;br /&gt;
=== Fighting Begins ===&lt;br /&gt;
&lt;br /&gt;
On February 6th, 2438, the first shots of the Contact War were fired, with a massive force from several kingdoms assaulting the cities of the [[Zazalai Mountains]] - the eastern border of the Hegemony. Though their forces broke upon the walls of Mudki, Traditionalist forces were able to capture the city of Bahard and march through into the [[Southlands]], though they were met in battle by the assembled armies of Overlord Miazso and driven back towards the mountains. &lt;br /&gt;
&lt;br /&gt;
In the west, the forces of the [[Torn Cities|Kopesk States]] and the [[Tza Prairie|Tza Kingdom]] fared better, with the former’s navy disrupting Izweski control of the Moghresian Sea and the latter’s soldiers seizing large swathes of land in the northern Hegemony, though unable to penetrate the well-defended borders of the Heartland. The fighting would continue for several months - but the Coalition’s forces were steadily repelled by the Izweski, having lost the element of surprise. When the eastern front was pushed back past the Zazalais, the nations of the Coalition had realized that they were doomed to defeat - and that their fears of an Izweski-dominated Moghes would come to pass.&lt;br /&gt;
&lt;br /&gt;
The forces of the [[Unathi in Dominia|Kazhkz Kingdom]], a small yet powerful nation from the western Coalition, sought to end the war in a bold and decisive stroke - using purchased alien shuttles to launch a spaceborne assault on Skalamar and capture the Hegemon himself, forcing an unconditional surrender. The assault failed, driving the Kazhkz and their Han’san allies from Moghes and into a life of piracy, which would eventually lead them to their current position in the [[Empire of Dominia]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A New Model Army ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony had not faced a true threat in war since the War of the Honored Alliance - and with access to alien technology, they had the most advanced military force that Moghes had ever seen. Hegemony-made ballistic weapons were increasingly phased out, replaced with alien-imported and later Unathi-manufactured laser weaponry and energy blades. The first prototypes of the breacher suits were designed and fielded, rendering an Izweski soldier nearly immune to small-arms fire from enemy forces. &lt;br /&gt;
&lt;br /&gt;
The forces of the Coalition were far more varied in their equipment - though the Azarak and a few other nations possessed weapons and technology nearly on par with that of the Izweski pre-Contact, many of the poorer and less advanced nations of the Coalition were forced to make do with ancient and outdated equipment - levied troops wielding rifles that would not have looked out of place centuries ago, hastily-converted guild vehicles acting as makeshift armor, and the looted aircraft of Izweski nobility being used for crude air support all being common sights among these nations. Many of these nations were unable to resist the Izweski counterattack at all, with Traditionalist military strategy coming to rely on the better-trained and equipped forces of the wealthier kingdoms.&lt;br /&gt;
&lt;br /&gt;
[[File:Space refugees by thirteen dogs-da00teb.jpg|thumb|alt=Refugee Crisis.|The Izweski Nation finds itself struggling to accommodate refugees trying to escape the growing Wasteland.]]&lt;br /&gt;
==== A New Model War ====&lt;br /&gt;
The Contact War was a war unlike any fought on Moghes before - one where ideas of honor, valor and tradition steadily vanished from both sides, replaced with the sole goal of survival. Battles grew more vicious, negotiation between the two sides became increasingly rare, and all of Moghes drifted closer and closer to total annihilation. The world was locked in a total war, one which both sides knew could only end in victory or death.&lt;br /&gt;
&lt;br /&gt;
The Contact War saw little in the way of naval combat - the fleets of the Kopesk States providing the main engagement in the Moghresian Sea. In 2439, Kopesk vessels attempted to capture several Izweski nuclear facilities on islands in the Moghresian Sea, in the hope of forcing a surrender. Though the Kopesk sailors possessed far more experience at sea than most Izweski forces deployed, and they were able to win several victories, they were eventually cornered and destroyed off the southern coast by a joint force of the Sarnac and Eizde clans.&lt;br /&gt;
&lt;br /&gt;
As the war dragged on, the Coalition’s ground forces increasingly proved a poor match for the Izweski, with more advanced technology making its way to the Hegemony’s front lines such as the breacher suits. In response, the Coalition began practicing increasingly indiscriminate aerial and artillery bombardment of losing positions, which Izweski lords were slow to respond to. Though the nations of the Coalition were immensely varied in their tactics, their doctrine came to favor swift and vicious offensives, in the hopes of forcing a decisive victory.&lt;br /&gt;
&lt;br /&gt;
The Izweski mounted an effective defense, but encountered difficulties in advancing into Coalition territory. Issues of communication through such a large and inefficiently managed army, as well as a focus on infantry warfare, led to the Izweski army being both nearly-unstoppable and incredibly slow to advance.&lt;br /&gt;
&lt;br /&gt;
=== Reactions To The War ===&lt;br /&gt;
&lt;br /&gt;
The war was portrayed in Izweski propaganda as a war against backward savages. Unathi from the Traditionalist Coalition were treated as savages railing against progress, and portrayed as barely Sinta at all. Many Izweski Unathi feared that the Traditionalists wanted to destroy modern society itself.&lt;br /&gt;
&lt;br /&gt;
The Izweski were portrayed by the Traditionalists&#039; propaganda as vicious imperialists - and later, as alien collaborators. The Izweski were painted to be oppressive puppets to the humans and Skrell, seeking to conquer all of Moghes and sell it off to alien powers for the benefit of the Izweski and their allies. Many sincerely believed that the Hegemony was threatening the very foundation of what it meant to be Unathi, shaming their ancestors or having lost the favor of the Great Spirit.&lt;br /&gt;
&lt;br /&gt;
The Nralakk Federation found itself shocked by the violence unfolding on Moghes. They dispatched a cruiser to orbit over the planet, and transported a peace delegation to the city of Darakath, in the hopes of negotiating a peaceful end to the war. The shuttle was shot down by Azarak anti-air weapons, killing everyone on board. Outraged at the murder of a diplomatic delegation, the Skrell moved their cruiser in the system to the orbit of Ouerea, pledging to never again provide assistance to Moghes - all the while human megacorporations continued to do just that with the sale of weapons and technology to the Hegemony.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathiatom.jpg|thumb|alt=Gun emplacements.|Though the threat of nuclear war was a constant one, its outbreak had been kept in check by the promise of mutually assured destruction - an idea which vanished quickly as the war continued.]]&lt;br /&gt;
&lt;br /&gt;
=== The Atomic Exchange ===&lt;br /&gt;
After vicious fighting, primarily in the Zazalai Mountains and the borders of Traditionalist kingdoms, the Coalition realised they lacked the ability to breach the Hegemony’s borders in conventional battle. On September 6th 2439, a Traditionalist atomic bomb was dropped on the Izweski city of Da’ha’den, nearly completely obliterating the city.&lt;br /&gt;
&lt;br /&gt;
The Traditionalist Coalition’s use of nuclear weapons came as a surprise - though the Azarak and a few other kingdoms did possess nuclear weapons, the Coalition used them in enormous numbers, almost comparable to the Izweski’s. To this day, the question is often raised when discussing the Contact War - how did they get so many nuclear weapons, and how did the Izweski not know about it? Theories range wildly, with some suspecting a decades-long plan for a global war from the Azarak - discreetly arming their fellow independent kingdoms for when the time came to strike the Izweski. This is a fringe theory, however, with the more commonly accepted belief being that the kingdoms of the Coalition received aid from Izweski scientists and rapidly began the production of nuclear weapons in the hopes of providing a deterrent against Izweski power when it became clear that the Traditionalists would not be able to win the Contact War conventionally. When the first nuclear weapons were fired, however, the idea of mutually assured destruction vanished - and all of Moghes would pay the price for it.&lt;br /&gt;
&lt;br /&gt;
Though some of the wealthier and more powerful kingdoms of the Coalition possessed atomic weapons, the Izweski were unprepared for their use in such numbers, with both sides beginning a continued nuclear exchange - launching hundreds of nuclear weapons. It is reported that observing alien vessels had their viewing shutters lowered constantly to prevent eye damage to the crew, as Moghes burned below them. The nuclear exchange lasted for one week. By its conclusion, nearly two billion Unathi were dead, and over sixty percent of the planet’s surface was rendered uninhabitable [[The Wasteland|wasteland]].&lt;br /&gt;
&lt;br /&gt;
=== The Aftermath ===&lt;br /&gt;
&lt;br /&gt;
Nuclear warfare devastated Moghes, rendering nearly two-thirds of the planet’s surface an uninhabitable wasteland. Despite this, the violence continued as the war devolved into a desperate struggle for survival - with both the Hegemony and Coalition knowing that defeat would mean extinction.&lt;br /&gt;
&lt;br /&gt;
As Moghes burned and the war raged on, the Izweski began to gain an unmistakable upper hand, capturing several of the most powerful nations of the Coalition and forcing a surrender. Though it would not end the war, many historians say that the outcome was decided in 2446 - when the previous king of the Tza Prairie perished, and his son Azui Hutay’zai ascended to the throne. The new King Hutay’zai’s reign would be short, as he decided to preserve his lands from the madness engulfing the world - surrendering his crown and swearing his fealty to the Izweski Hegemony. With one of the Coalition’s most influential states having defected, the lands to the east of the Zazalais began to increasingly fall under Hegemony control - with some particularly pro-Izweski accounts claiming that Traditionalist forces fired nuclear missiles at their own lands as they retreated to slow the Hegemony advance, though this is viewed with skepticism at best by modern historians.&lt;br /&gt;
&lt;br /&gt;
=== The Fall of Darakath ===&lt;br /&gt;
&lt;br /&gt;
The Contact War finally ended on December 4th, 2449, when Izweski forces captured the Azarak capital of Darakath. Azarak air defenses had protected the region from nuclear strikes, leading to a ground invasion by Hegemony armed forces under the personal command of Hegemon S’kresti. The Azarak forces fought viciously, but the city soon fell, marking an end to eleven years of bitter war. The entire Azarak clan was sentenced to death for their role in the war and the devastation of the nuclear exchange, and many of their vassals chose to face execution rather than bow to the Izweski.&lt;br /&gt;
&lt;br /&gt;
With the war over, Moghes was changed forever - billions had perished in the war, and nearly two thirds of the planet’s surface had been transformed into the lawless and barely-habitable Wasteland that still plagues Moghes today. The population of Moghes prior to the war was approximately eight billion - today, decades after the war, it stands at around 6.4 billion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_History&amp;diff=38606</id>
		<title>Unathi History</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_History&amp;diff=38606"/>
		<updated>2026-02-23T23:11:30Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
==Pre-Hegemonic Unathi==&lt;br /&gt;
&lt;br /&gt;
===The Nomadic Era===&lt;br /&gt;
The ancient Unathi were believed to be primarily organised into nomadic hunter-gatherer societies, largely consisting of small clans following large herds of threshbeasts across the savannahs of [[Moghes]]. The earliest signs of permanent settlement date back to around 12500 BCE, as larger clans began to migrate towards the shores of the Moghresian Sea - developing primitive forms of aquaculture and animal husbandry to sustain their settlements. This is around where the earliest signs of faith resembling modern [[Th&#039;akh|Th’akh]] begin to emerge, with ancient shrines believed to be dedicated to various spirits having been unearthed by Izweski archaeologists.&lt;br /&gt;
&lt;br /&gt;
===The Warring Cities Era===&lt;br /&gt;
The transition from nomadic to settled life was a slow one - as many of the ancient proto-clans would frequently wage wars over the bountiful food supplies of the early settlements. Eventually, however, the populations of these early settlements would swell faster than their rival clans could dream of, leading to rapid growth and progress - development of writing, metalwork and more advanced shipbuilding techniques drove the settlements around the Moghresian Sea into some of the first cities of Moghes. The earliest currencies began to develop during this period, with dried and salted fish forming the backbone of these ancient economies.&lt;br /&gt;
&lt;br /&gt;
Other Unathi civilisations would arise during this period, known as the Warring Cities Era by modern historians. The ancient city of Darakath, in what is now the [[Broken Coalition]], is believed to have been first settled around this time, and some of the oldest historical sites in the [[Tza Prairie]] are believed to have been built by exiles from the city-states of the Moghresian Sea.&lt;br /&gt;
&lt;br /&gt;
For centuries, the regions now known as the [[Southlands]] and [[Izweski Heartland]] were ruled over by collections of city-states, each ruled by a single clan. As these states clashed with each other for territory and resources, the Unathi martial culture began to develop. Though there would be periods where one city-state dominated the rest, none of these ancient attempts at empire lasted long. While some historical documents refer to “The League of Nine Cities”, as a persistent presence in the region, archaeological evidence indicates that this was more of a temporary alliance, designed to deal with invading forces crossing the [[Zazalai Mountains]].&lt;br /&gt;
&lt;br /&gt;
The Warring Cities Era is generally considered to have ended around 920 CE, with the rise of the First Hegemony.&lt;br /&gt;
&lt;br /&gt;
===The Sinta&#039;Mador===&lt;br /&gt;
There is one culture of particular note among the pre-Hegemonic civilisations of Moghes - the fabled Sinta’Mador. While much of their history is steeped in superstition and mysticism, modern scientists have made a study of the ancient culture of the Moghresian North Pole - though this has been frequently undermined by the efforts of [[Aut&#039;akh|Aut’akh]] cultists, who often steal Mador relics and artefacts for religious purposes.&lt;br /&gt;
&lt;br /&gt;
Factually, the Sinta’Mador are known to have been a culture that dwelled in the north polar region of Moghes, between the early Warring Cities Era and the rise of the First Hegemony. While it is unclear if the Sinta’Mador were a genetically distinct species to the Sinta’Unathi, or simply a name for a different culture, they were at the very least close relatives of the wider Unathi species. Very little reference can be found to the Mador in contemporary records, though some scraps of ancient poetry from the Tza Prairie do refer to “the children of Travakh”, and “corpse-scaled devils&amp;quot; - referred to as a somewhat mythical race of beings in the uninhabitable north, who brought cold and death in their wake. Whether this referred to some long-forgotten war with the ancient Sinta’Mador, or is simply a mythologised retelling of a particularly deadly cold season, remains unclear.&lt;br /&gt;
&lt;br /&gt;
The Mador settlements were largely built around volcanic hot springs, which are believed to have been used as a primitive heat source. While the reason for the extinction of the Mador remains uncertain, the common theory is a period of global cooling on Moghes rendered the land beyond their cities uninhabitable, leading to a slow death for their inhabitants. Many of the ancient Mador cities which have been explored showed signs of impressive technological advancement for the time - some of the oldest steel tools and weapons in Sinta history have been found in the polar region, and some of the largest settlements seemed to have developed elaborate heating systems using the local hot springs. The Mador treatment of the dead is also noteworthy - corpses would seemingly have a piece of volcanic glass inserted in a primitive surgery, placed behind the eyes prior to their burial. This is believed to have been a way of preventing a restless spirit from possessing their old body, though due to the lack of translated Mador writing it is impossible to be sure.&lt;br /&gt;
&lt;br /&gt;
The Mador have taken on a somewhat mythical status among followers of the Aut’akh faith, with the researcher [[Notable_Unathi#Emzal_Paossini,_Creator_of_Paradigms|Emzal Paossini]] having attributed many of the foundational principles of Aut’akh to ancient Mador rituals. This has led to stories spreading across the Spur, treating the Mador as everything from ancient and mystical sages to a race of cybernetically-enhanced demigods possessing technology beyond that of the modern Spur. While some Aut’akh, most notably Paossini themself, have actually made a study of the Mador, to most followers of the faith this ancient culture is little more than a distorted myth.&lt;br /&gt;
&lt;br /&gt;
==The First Hegemony==&lt;br /&gt;
&#039;&#039;“You ask of me, o mighty, who comes hence?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Know, and tremble, for I am&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Hegemon Eternal,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Master of all beneath the Mother’s eye.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Spear-Shattering King, an ancient [[Torn Cities|Kopesk]] poem describing the rise of the First Hegemony&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The First Hegemony, also known as the Kres’ha’nor Hegemony, arose around 920 CE. While records are sparse from this time period, the Kres’ha’nor are believed to have been a minor noble dynasty originating in what is modern-day Baandr, who rose to power and conquered several of their rival city-states. The War of the First Hegemony, as modern historians have named it, lasted nearly a century, as the once-independent city-states of the Moghresian Sea were absorbed under the banner of the Kres’ha’nor. &lt;br /&gt;
&lt;br /&gt;
Around 1014 CE, the reigning King [[Notable_Unathi#Tryazali_Kres&#039;ha&#039;nor|Tryazali Kres’ha’nor]] addressed a group known as “The High Twelve of Sskel”. Sskel was known to be a powerful nation of the time, though its location is unknown as all recovered literature from the period seems to assume knowledge of its location as something that would be obvious to any reader. As such, who the High Twelve were or where this conversation took place is entirely unknown to modern historians. &lt;br /&gt;
&lt;br /&gt;
Kres’ha’nor is believed to have proclaimed the First Hegemony at this time, though accounts of this event are limited and often dating several centuries after the fact. The most well-preserved source, a Kopesk poem called Spear-Shattering King, quotes Tryazali  Kres’ha’nor as proclaiming himself “Hegemon Eternal, master of all lands beneath the Mother’s eye”. Under his reign, the precursor to modern feudalism would come about, with many of the current titles of Unathi nobility dating back to the Kres’ha’nor Hegemony.&lt;br /&gt;
&lt;br /&gt;
The Kres’ha’nor came to rule a vast empire, controlling the modern Izweski Heartland, Southlands and much of what has now become the Northern Wasteland. With a population of around twelve million and mass production of steel armor and weaponry, the Kres’ha’nor were the undisputed power of the ancient world.&lt;br /&gt;
&lt;br /&gt;
This dynasty would last for nearly five hundred years, until the reign of Hegemon Kresshi Kres’ha’nor. Hegemon Kresshi was known as a brilliant military commander, who waged highly successful wars against nations now lost to time. Mention is made in historical sources of “the conquest of the black-eyed Jazir” and “the raiders of the western shore”, but the specific nature of these peoples has been lost to time. He is recorded to have ruled from Kres’ha, a city that is frequently mentioned as the capital of the First Hegemony. The location of Kres’ha is unknown, with several claims to have found its ruins all having been disproven.&lt;br /&gt;
&lt;br /&gt;
Kresshi also sired many children, who fought against one another almost immediately upon his death. The empire was shattered into warring factions, each supporting one of the many claimants to the throne. Kres’ha is believed to have been burned during this period, which would last for decades, and outlive all of the original claimants. Some apocryphal sources refer to this time as “The War of Eight Tyrants” - though this number is frequently disputed among modern historians.&lt;br /&gt;
&lt;br /&gt;
By the time the war ended, the First Hegemony was irreparably broken, fractured into dozens of smaller kingdoms. Several of these kings would call themselves Hegemons, but the title quickly fell out of use, as it spoke of ambitions of conquest. Moghes would remain divided, with no one daring to claim rulership of the world, for centuries. This period of divided kingdoms is when the modern [[Sk&#039;akh|Sk’akh Church]] was formed, though the religion had existed in various forms for an uncertain amount of time prior. Fragments of ancient church records indicate that at one point, the Church ruled much of the Heartland directly, prior to an event only referred to as “The Apostate’s War”.&lt;br /&gt;
&lt;br /&gt;
===Growth of Guilds===&lt;br /&gt;
[[Unathi Guilds|The guild system]] began to emerge after the fall of the Kres’ha’nor, among merchants who saw the need for mutually beneficial relationships among the fractured and frequently warring kingdoms. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers - nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick or otherwise endangered, and would sometimes take care of families after the member died.&lt;br /&gt;
&lt;br /&gt;
Apprenticeship was how most started in a particular trade, which they would follow the rest of their lives. After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a Craftsman. A Craftsman was required to create a &amp;quot;masterpiece&amp;quot; in the presence of judges to be elevated to Master status, which would allow him to join the leadership of his guild.&lt;br /&gt;
&lt;br /&gt;
Guilds also built and ran the first universities on Moghes, the first known being the University of Ma&#039;ha&#039;rem which opened in 1602. Originally trade schools, they slowly expanded to become centers of learning for apprentices of every field. A doctor would have to first become a &amp;quot;Master&amp;quot; through a university to be allowed to practice his trade within towns or cities controlled by a guild of doctors, and the same for any other brand of skilled work. A Master&#039;s certificate also distinguished someone as a professional with few peers, giving their holders immense prestige and trust. A fully accredited and certified doctor on Moghes would be (and are still) known as a Master Doctor. Typically they are known as [Rank] [Craft], so you can also be a Master Weaponsmith or Master Engineer.&lt;br /&gt;
&lt;br /&gt;
Eventually these guilds managed to form powerful monopolies and they spread their trade and influence across Moghes. Most of the landed elite feared the growth of the guilds, who were creating a new middle class of urban workers. That a peasant could rise to gain prestige and vast wealth with no land, titles, or martial victories under their belt was an idea bewildering and frustrating. The late 1600s and the beginning of the 1700s saw many kingdoms across Moghes cracking down on the power of guilds, stripping them of privileges or banning craftsmen from meeting in groups. Other nations ruthlessly suppressed private enterprise. Many laws were passed that strictly limited how many members a guild could possess, as well as requiring all craftsmen to register with their local lords before being allowed to sell any goods or services.&lt;br /&gt;
&lt;br /&gt;
Guilds also developed another innovation: minting and issuing coinage. Because it was rather difficult to do large transactions with giant piles of dehydrated fish, the first guilds in the 1600s began minting coins made of steel that would be backed by that amount of fish, similar to bank notes. They could be turned in, theoretically, at any time for an equivalent amount of salted fish. This saw Moghes begin to gravitate away from measuring wealth by fish stocks, and towards a more familiar economy, though the Fish Standard remained for quite some time.&lt;br /&gt;
&lt;br /&gt;
==The Second Hegemony==&lt;br /&gt;
&#039;&#039;“It is such a wretched thing, this business of empire.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Ayzi Sarakus, immediately following the Siege of Skalamar&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 1800s marked a period of rapid technological development on Moghes, as the Ras’iks clan of S’th began producing steam engines. This advancement was rapidly adopted by some of the guilds, though many saw it as a useless curiosity or a threat to their established market. However, it would be the beginning of an industrial revolution for the Unathi people - the consequences of which would lead to the rise of the Second Hegemony.&lt;br /&gt;
&lt;br /&gt;
The cities of the Heartland rapidly industrialised, as the ruling clans of the region began to grasp the possibility of this new age of invention. The Heartland’s skies were choked black with the smoke of factories and forges, but the divided kingdoms of the region meant that technological advancement was slow to spread. Each of the region’s monarchs wished for the benefits of new technology, but none wished to allow their rivals to gain an advantage from it. Several wars marred the region in the 1800s, as mass production had made gunpowder weapons more than a noble’s amusing curiosity. Early firearms, cannons and explosives are all reported to have been developed around this time. &lt;br /&gt;
&lt;br /&gt;
Rapid industrialisation also led to another war - this one, among the guilds. To many of the existing guilds, industrialisation was a threat to their power - skilled craftsmen would find themselves displaced and out of work, thanks to the introduction of factories and growth of unskilled labour. Others thought to embrace this new upheaval, changing nearly their entire business models to ride the industrial revolution to riches. Conflict between guilds is mentioned in records from the period, with some cities having devolved to guild members actively fighting in the streets. Several modern guilds have their roots in this period, including the Fishing League and Junzi Electric. &lt;br /&gt;
&lt;br /&gt;
The industrial revolution was well and truly underway by the time the Second Hegemony rose. In 1916, the Sarakus Clan rose to power, following a brutal war among the industrialised nations. Seizing control of the wealthy Southlands and Heartland regions, the Sarakus rapidly launched a campaign of bloody conquest against their neighbours. In 1922, this war finally came to an end as the reigning Queen of Skalamar surrendered to the Sarakus forces. Following his victory, King Azyi Sarakus did what no other had done in centuries, proclaiming himself Hegemon of Moghes. The Sarakus took rapid advantage of industrialisation, using technological advances across the nation to enrich themselves and their loyal vassals. Private guilds were outlawed, and their resources brought under Hegemonic control - though in practice, many of the guilds continued to operate as before, just reporting to a state official instead of a Guildmaster. The Sarakus leased out titles to factories, mines and other enterprises, transforming many of the former leaders among guilds into lords of the realm - allowing the nobility to keep control over unskilled labour, just as they had prior to industrialisation. &lt;br /&gt;
&lt;br /&gt;
===The Great Endeavor===&lt;br /&gt;
&#039;&#039;“Progress is a wild hegeranzi. You ride it to glory, or you are trampled beneath its hooves.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Apocryphal quote, often attributed to Azyi Sarakus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In 1931, Ayzi Sarakus proclaimed the ‘Great Endeavour’ - a massive effort to modernise the entirety of the Hegemony. As part of the Endeavour, electricity would become widespread throughout Sarakus territory, road and railroad networks would connect every city in the empire, and radio coverage would expand across nearly the entire world.&lt;br /&gt;
&lt;br /&gt;
The Great Endeavour took twenty years, and Ayzi Sarakus would not live to see its conclusion. The project was finished with a grand opening of the Sarakus Castle in Skalamar, having been outfitted with modern plumbing, electricity, and every luxury the new age could afford. By the time the project was done, Moghes had been transformed, with even lands outside the Hegemony having begun to adopt the advances of the Sarakus - though to a much lesser degree. &lt;br /&gt;
&lt;br /&gt;
The Sarakus were ruthless in this project, however - with much of traditional Unathi society having been uprooted as advancements in factories meant that skilled labour became less and less valuable. While they had brought the Hegemony into a new age, many whispered that it had come at the price of the nation’s soul. To others, however, it was a golden age - a time of opportunity and advancement. Many of the great scientific institutions of Moghes were established following the Great Endeavour, and Unathi understanding of the world around them progressed immensely. But, like many golden ages, it would come to a sudden and violent end.&lt;br /&gt;
&lt;br /&gt;
==The Third Hegemony==&lt;br /&gt;
&#039;&#039;“You ask by what right I call myself Hegemon? The only right that matters. Come and challenge it, if you can.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Lord Neeziah Izweski, marking the beginning of the War of the Honored Alliance.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In 1994, a group referred to by contemporary sources as the Traitor Lords seized Sarakus Castle, wiping out nearly the entire clan in a single night. Surviving Sarakus across Moghes were killed, many of them before news of the coup even spread beyond Skalamar. Before the blood was even cleaned from the throne, the Traitor Lords crowned Lord Neeziah Izweski as the new Hegemon, and proclaimed the birth of the [[Izweski Nation|Third Hegemony]]. &lt;br /&gt;
&lt;br /&gt;
Here is where records differ enormously. The modern Izweski account of history refers to the reigning Hegemon Sarakus as a bloody-clawed tyrant, who was driving the nation to ruin. Historical pro-Izweski accounts refer similarly to Sarakus as a cruel and sadistic tyrant, with some claiming that he performed unnatural rituals to summon dark spirits upon his enemies. Though the Sk’akh Church claims that their High Priest at the time could tell the Izweski were the rightful rulers of Moghes, fragmented records claim that a brutal and secret civil war was fought among the Archpriests, with the pro-Izweski faction eventually achieving victory.&lt;br /&gt;
&lt;br /&gt;
Regardless, many Sarakus vassals refused to accept this, rising in rebellion against the Izweski. These lords called themselves the Honoured Alliance, and immediately began a brutal civil war. The War of the Honoured Alliance would last for nearly a hundred years, and would see the birth of modern Unathi warfare - widespread use of ballistic weaponry and early armoured vehicles marked the battlefield, and the first Unathi aircraft were developed and deployed to rain death upon the battlefields. It was, for centuries, regarded as the most devastating war in Unathi history.&lt;br /&gt;
&lt;br /&gt;
Eventually, in 2079, the Izweski and the Honoured Alliance signed a cease-fire - neither side was capable of effectively waging war any longer. Nearly all the lands east of the Zazalai Mountains were aligned with the Honoured Alliance, while the Izweski secured their grip on the regions surrounding the Moghresian Sea. The Honoured Alliance would eventually divide into its own kingdoms, as both the Hegemony and the Alliance rebuilt their sacked and ruined lands. Millions had died in the war, and the planet would not recover for decades. &lt;br /&gt;
&lt;br /&gt;
With the war over, the Izweski began to reverse many of the policies of the Sarakus. Their strict control of the economy was abolished, leading to a rebirth of guilds in the Hegemony. In the 22nd century, many of these guilds would evolve into trade unions, which would come into conflict with the nobility as more and more of their control over the economy vanished. This is reported to have led to several rebellions, though most of the details of these have been excised from the Izweski historical record. The move towards free trade greatly destabilised the nation at first, but it would eventually prove beneficial to the nation’s economy, leading to a rapidly growing middle class.&lt;br /&gt;
&lt;br /&gt;
===The New Economy===&lt;br /&gt;
&#039;&#039;“Steel won this nation, but silver built it.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Gukha Rozalt, guildmaster of the Merchants’ Guild (2195)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Despite the turmoil that the new policies had brought to the Hegemony, the process continued. By the year 2200, the Izweski had presided over the growth of mass media, leading to an increasingly globalised society. The growing middle class within the Hegemony had become a sizable economic and political force, largely channelled through the guild system. Though much of the guilds’ leadership was made up of commoners, by the turn of the century the major guilds had vastly more power within Hegemonic society than most of the nobility.&lt;br /&gt;
&lt;br /&gt;
Major cities across Moghes were filled with clunky cars navigating traffic as stoplights replaced traffic cops, and most homes had access to televisions, radios, and other modern amenities. Guilds owned monopolies over specific goods and services. Powerful merchant families owned hospital chains, pharmaceutical companies, car companies, television networks; a dynastic control of private enterprise had developed. An urban, middle-class Unathi found themselves with all the modern luxuries and basic goods that were available to the average human in the 21st century.&lt;br /&gt;
&lt;br /&gt;
However, this system was held up by a vast underclass in urban Unathi society. Nearly every major city had sprawling slums that surrounded the industrial districts, filled with underpaid factory workers who ironically found their rights curtailed by the powerful trade unions. Guwan specifically were ruthlessly exploited, forced to work as street sweepers or maintain the sewers as payment for their crimes in a situation that critics of the Izweski described as little better than slave labour.. Orphans found themselves cared for in boardhouses owned by a Guild until they turned 16, when they were forced to work for the Guild to pay back the debt they incurred caring for them. The Izweski are recorded to have made little effort to alleviate the abject poverty many Unathi were suffering from the rampant abuse of the major guilds, believing that the consequences were necessary to maintain a modern, functioning empire.&lt;br /&gt;
&lt;br /&gt;
The one change that the Izweski made to curtail guild power was the centralisation of currency - since the origins of the guild system, individual banking guilds had minted and issued their own currencies, in a massively decentralised system. In 2212, the Izweski outlawed guilds producing their own currency, nationalising all resources for such under the Hegemonic Reserve Bank. &lt;br /&gt;
&lt;br /&gt;
This bank became the only institution that could mint coins, called Zikis. The bank also began issuing paper money, called Zakas. Both the steel coins and paper notes were backed by salted fish until 2251, when the currency was taken off the Fish Standard. After 2290, it became official currency of the Izweski Hegemony, until first contact, and the nation began to transition towards Solarian Credits as the national reserve. However, in 2463, the Hegemony adopted the Biesel Standard Credit as its reserve currency, as it was believed that it was the most stable option following the collapse of Sol. Bieselite currency remained concentrated in the hands of wealthy guildsmen and nobles, with peasants still using Ziki or operating off a barter system - though with the massive expansion of Hephaestus, the credit has rapidly become the most popular currency in the Hegemony. &lt;br /&gt;
&lt;br /&gt;
===The Nuclear Age===&lt;br /&gt;
&#039;&#039;“With this, we have brought an end to war.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Apocryphal quote, often attributed to an Izweski nuclear scientist&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first Unathi nuclear test took place in 2345, funded by the Izweski Hegemony and carried out by scientists of the [[Unathi_Educational_Institutions#Skalamar_Academy_of_the_Natural_Sciences|Skalamar Academy of the Natural Sciences]]. The bomb was detonated in the freezing climate of Moghes’ north pole, at a research installation far to the north of the city of Guzari. Though the project was highly classified, word eventually spread - that the Izweski had a weapon unparalleled by any other nation of Moghes. The Izweski began constructing more nuclear weapons - first to be dropped from aircraft, and later to be launched via missile, with advances in rocketry making both the usage of ICBMs and the newly-formed [[Unathi Spaceflight|Izweski Space Program]] viable. &lt;br /&gt;
&lt;br /&gt;
The Izweski nuclear arsenal became a point of pride - no foe could threaten the Hegemony without risking total annihilation. Following the confirmation of nuclear weapons’ plausibility, some rival kingdoms began their own nuclear projects - though without the wealth and resources of the Izweski, only a few had any successes. The most notable of these was the Azarak Kingdom, in the region now called the [[Broken Coalition]] - who invested much of their nation’s wealth and power in their own nuclear program. While not as advanced or widespread as the Izweski’s nuclear weapons, the scientists of the Azarak were able to field a significant number nonetheless. While other kingdoms engaged in nuclear research, there was no report of anything beyond the smallest of successes among them.&lt;br /&gt;
&lt;br /&gt;
For a time, however, the presence of nuclear weapons enforced a kind of uneasy peace over Moghes - the Izweski would not dare to attack the few kingdoms capable of rivalling them with the prospect of mutual nuclear devastation, and no one on Moghes would even think of war with the Hegemony when they wielded such terrible power. It was a delicate peace, but it was a peace - and would remain that way for nearly a century.&lt;br /&gt;
&lt;br /&gt;
===The Beginnings of Space Travel===&lt;br /&gt;
&#039;&#039;“The stars themselves will belong to the Hegemon - and he needs your help!”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Recruitment slogan for Ouerean colonists, 2386&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Unathi took their first steps into the stars in the year 2339, with the formal establishment of the Izweski Space Program. Largely, this came in the form of unmanned communication and observation satellites, many of which have been refurbished for the modern day. The first manned Unathi missions came in 2343, when an Unathi named Kseok Hizra made history - becoming the first Unathi in space. Manned missions continued, with Unathi setting foot on Chanterel in 2361. The Hegemony space program received drastic upgrades in 2372, when [[Ouerea]] was discovered to be inhabitable. The Izweski poured money and resources into the colonization of Ouerea, establishing a population of a few thousand on the planet, as well as establishing orbital installations for resupply of their crude and slow shuttles. This led to the creation of what was at the time designated Izweski Station - the first space station put into the orbit of Moghes. &lt;br /&gt;
&lt;br /&gt;
The colonisation of Ouerea was viewed as a massive victory for the Hegemony, with propaganda from the late 2300s claiming that “The Hegemon’s rule extends to the very stars”. To rival kingdoms, however, it was a great concern - if the Izweski Hegemony could become a truly spacefaring power, they would have an insurmountable advantage over the other nations of Moghes. Many feared that with the first colonists setting foot on Ouerea, a second global war had become inevitable.&lt;br /&gt;
&lt;br /&gt;
==First Contact==&lt;br /&gt;
In 2403, a Solarian exploration vessel entered the Uueoa-Esa sector, marking first contact between humans and Unathi. This marked a rapid period of debate among humanity, as to the ethics of making contact with a species that had yet to develop faster-than-light travel. Eventually, the [[Sol Alliance]] and [[Nralakk Federation]] sent a diplomatic mission to make contact with the Izweski, who had been identified as the rulers of Moghes - in order to welcome the newly-discovered Unathi into the wider Spur. &lt;br /&gt;
&lt;br /&gt;
Naturally, the discovery caused shock among the Unathi population - priests and scholars secluded themselves in intense theological debate as to the spiritual nature of the aliens, nobles schemed to gain advantages from this historic event, and some called for war to prevent these mysterious visitors from invading Moghes.  On the human side of things, meanwhile, the megacorporations of the Orion Spur saw an opportunity for an entirely untouched market, and rapidly began working to expand their business into Uueoa-Esa. &lt;br /&gt;
&lt;br /&gt;
The Hegemony worked carefully to keep alien contact controlled at first, only allowing visiting humans and Skrell in highly-restricted areas under heavy guard. Eventually, this was relaxed, as [[Einsten Engines]] was contracted to build the first spaceport on Moghes, in the city of Skalamar. Access to more advanced space travel allowed the fledgling colony on Ouerea to undergo a rapid boom, with humans, [[Skrell]] and Unathi mingling freely on the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
Trade with humanity proved a great boon for the Hegemony, granting access to advanced technology beyond the wildest dreams of even the greatest scientists of Moghes. But with this opportunity came upheaval, as many Unathi saw a chance to break free of the highly stratified society that existed prior to contact. The first [[Unathi Piracy|Unathi space pirates]] emerged in 2417, leading to the earliest beginnings of the Izweski Navy - though it was a ramshackle force, largely dealing with decades-old Hephaestus designs purchased cheaply. &lt;br /&gt;
&lt;br /&gt;
Outside the Hegemony, however, first contact was a sign of all the worst fears that the other nations of Moghes had harboured. The aliens had treated the Izweski as if they were the rulers of Moghes in truth, and the technological superiority the Hegemony possessed would now only grow further beyond their rivals. Various meetings among the rulers outside of Izweski territory were held, in the hopes of forming some grand coalition to stand against the Izweski and their dreams of empire. Though it would not break out for decades to come, the Contact War was already set in motion.&lt;br /&gt;
&lt;br /&gt;
==The Contact War==&lt;br /&gt;
&#039;&#039;See also: [[Contact War]], [[Unathi Military Structure]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Prelude To War===&lt;br /&gt;
&#039;&#039;“They come with arms outstretched in friendship, but their intention is to reach out and snap our necks!&#039;”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-King [[Notable_Unathi#Don&#039;zai_Azarak|Don’zai Azarak]], during his infamous address to the Firebrand Summit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the colony on Ouerea grew, and alien trade further enriched the Hegemony, the Izweski sought to secure themselves as the first and only interstellar power among the Unathi. Under the reign of Hegemon S’kresti Izweski, the Hegemony’s best and brightest scientists worked with human and Skrell researchers to create the first Unathi-manufactured warp-capable ship. Named after the lead scientist on the project, the HRV &#039;&#039;Uezwik’s Hope&#039;&#039; was launched in 2437, a bright beacon that would lead the Sinta’Unathi people to glory among the stars.&lt;br /&gt;
&lt;br /&gt;
However, when the time came to spool up the warp engines, a catastrophic malfunction led to the ship being lost with all hands. The failure sent shockwaves through all of Moghes, with public outcry about how this experiment had led to the tragic loss of dozens of Unathi lives - some of the brightest and most respected Moghes had, no less. In January 2438, a second attempt at warp travel would prove to be successful - creating massive unrest among the independent nations of Moghes. The fact that the Hegemony had now access to not only Ouerea but also faster-than-light travel, while the rest of Moghes was attempting to catch up, only aggravated fears of an absolute supremacy of the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Many of the independent nations of Moghes were horrified by this turn of events, seeing the entire Unathi way of life being turned upside down so quickly. Whether out of fear of an age of unstoppable Izweski imperialism, or out of suspicion that the humans and Skrell had deliberately sabotaged the development of the &#039;&#039;Uezwik’s Hope&#039;&#039;, a grand meeting of the rulers of Moghes was called. This would become known as the Firebrand Summit, which would lead to the formation of the Traditionalist Coalition - a loose alliance of independent nations, united solely in their desire to destroy the Izweski before they came to dominate all of Moghes.&lt;br /&gt;
&lt;br /&gt;
===The Contact War(2438-2449)===&lt;br /&gt;
&#039;&#039;“Weep for us, who have no more tears left,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Pray for us, we who are damned alive.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Yzteka Khanak, celebrated Mudki poet&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Uezwik Incident was the final catalyst for the Contact War, which began with the sudden assault of Izweski cities in the Zazalai Mountains by the Traditionalist Coalition. The assault was launched three days after the first Unathi crew successfully left Uueoa-Esa with a Moghean ship, while the Hegemony was still celebrating. Conventional warfare lasted a year, from February 6th 2438 to September 5th 2439. After vicious fighting, primarily in the Zazalai Mountains and the borders of Traditionalist kingdoms, the Coalition realised they lacked the ability to breach the Hegemony’s borders in conventional battle. On September 6th 2439, a Traditionalist atomic bomb was dropped on the Izweski city of Da’ha’den, nearly completely obliterating the city.&lt;br /&gt;
&lt;br /&gt;
The Traditionalist Coalition’s use of nuclear weapons came as a surprise - though the Azarak and a few other kingdoms did possess nuclear weapons, the Coalition used them in enormous numbers, almost comparable to the Izweski’s. To this day, the question is often raised when discussing the Contact War - how did they get so many nuclear weapons, and how did the Izweski not know about it? Theories range wildly, with some suspecting a decades-long plan for a global war from the Azarak - discreetly arming their fellow independent kingdoms for when the time came to strike the Izweski. This is a fringe theory, however, with the more commonly accepted belief being that the kingdoms of the Coalition received aid from Izweski scientists and rapidly began the production of nuclear weapons in the hopes of providing a deterrent against Izweski power when it became clear that the Traditionalists would not be able to win the Contact War conventionally. When the first nuclear weapons were fired, however, the idea of mutually assured destruction vanished - and all of Moghes would pay the price for it.&lt;br /&gt;
&lt;br /&gt;
Though some of the wealthier and more powerful kingdoms of the Coalition possessed atomic weapons, the Izweski were unprepared for their use in such numbers, with both sides beginning a continued nuclear exchange - launching hundreds of nuclear weapons. It is reported that observing alien vessels had their viewing shutters lowered constantly to prevent eye damage to the crew, as Moghes burned below them. The nuclear exchange lasted for one week. By its conclusion, nearly two billion Unathi were dead, and over sixty percent of the planet’s surface was rendered uninhabitable wasteland.&lt;br /&gt;
&lt;br /&gt;
The War continued on after the nuclear exchange, but it became a desperate war of attrition and survival. The war&#039;s formal conclusion is widely accepted to be when exhausted Izweski forces captured the Coalition capital city of Darakath ten years after the bombs fell, on December 4th, 2449, signalling the defeat of the last organised force left to oppose the Izweski, ending the eleven year long conflict.&lt;br /&gt;
&lt;br /&gt;
===Aftermath===&lt;br /&gt;
&#039;&#039;“Another such victory, and I will rule an empire of ghosts.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Hegemon S’kresti Izweski, upon being informed of the victory at Darakath.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the capture of Darakath, the Contact War came to an end. For the devastation wrought upon Moghes, the entire Azarak clan was sentenced to death by the victorious Izweski - though it was a hollow victory, that had seen billions of Unathi perish and over half the planet turned into irradiated desert.&lt;br /&gt;
&lt;br /&gt;
The Contact War has had a lasting effect on Unathi society and culture - notably, in the near species-wide disgust felt towards nuclear weapons. The Hegemony has invested significant resources into finding and dismantling every nuclear weapons stockpile they can reach, having finished disposing of the last of their own nuclear weapons in 2460.&lt;br /&gt;
&lt;br /&gt;
==Unathi Today==&lt;br /&gt;
&#039;&#039;“And to survive, one must adapt, for change is the only assurance of life.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Lord Tuscacun, Commander of Izweski Military Forces at the beginning of the Contact War.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As of 2465, Moghes is still a sundered and bleeding world. The Wasteland has expanded steadily, leading to more and more refugees fleeing into the Untouched Lands as the fallout renders more of the world uninhabitable day by day. The best projections of Izweski scientists indicate that, should nothing be done to mitigate or reverse the damage caused, Moghes will be unable to support life by 2500. &lt;br /&gt;
&lt;br /&gt;
In addition, the Hegemony has been rife with political and economic instability in recent years. The fall of Hegemon S’kresti and rise of his successor Not’zar was marked by power struggles, civil war and bitter conflict. The old religions of Moghes struggle against one another, and new subversive cults have arisen that seek to tear the Hegemony down in its entirety. As the Spur’s phoron scarcity worsened, famine gripped Moghes as the economy threatened to collapse entirely, only to be saved by the last-minute intervention of [[Hephaestus Industries]] - a move which has infuriated many. &lt;br /&gt;
&lt;br /&gt;
The Hegemony today occupies a precarious position of hard-won stability. Though the arrival of the [[Vaurca_Hives#K&#039;lax|K’lax Hive]] has granted the Unathi access to advanced technology, it remains to be seen whether it will be enough to save Moghes from the slow death that currently grips it. The nobles plot and scheme for greater power, the other megacorporations seek to disrupt Hephaestus’s key position in the nation’s economy, and unrest seems to grip the nation more and more with each passing day. The future of the Unathi race remains uncertain, and opinions differ on the events of recent years - whether they are the last gasps of a dying Hegemony, or a period of adversity that will precede an unparalleled golden age.&lt;br /&gt;
&lt;br /&gt;
More information on major events in Unathi society following the end of the Contact War can be found [[Unathi Recent Events|here]].&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_in_Dominia&amp;diff=38605</id>
		<title>Unathi in Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_in_Dominia&amp;diff=38605"/>
		<updated>2026-02-23T23:11:23Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
Despite barely making up a single percent of the entire Dominian Population at most, the [[Empire of Dominia|Empire]]’s Unathi population is noteworthy for their action, history, and influence over the military, culture, and eventually, history of the Empire. Arriving in 2440, the [[Unathi]] of clan Han’san and Kazhkz have shown their uses and will to stay in the empire, to the joy of some, and the dismay of others.&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Though not all Dominian Unathi bear these names, the history of Dominia’s Unathi population is often tied to the history of the Kazhkz and Han’san clans.&lt;br /&gt;
=== Pre-Contact War ===&lt;br /&gt;
&lt;br /&gt;
Scarce records were made and even scarcer with the devastation brought by the [[Contact War]], so much so that the only sources for the two clan’s pre-Contact War history are stories told by members of the clans themselves, sources of which the validity are often discussed. Nevertheless, most seem to agree on the following elements.&lt;br /&gt;
&lt;br /&gt;
Earliest known elements of the Kazhkz clan describe their kingdom as a bit of a jack of all trades. With their clan originating in a small city East of Lake Sahltyr, it grew in size over the centuries, from fishing originally, then incorporating more workers, artisans, and soldiers, until the late 2200s when the Kazhkz became a proper Kingdom thanks to their growing wealth, territories, but also political dabbling. Even before the [[Unathi_History#First_Contact|First Contact]], however, the Kazhkz Kingdom was far from being popular with those most loyal to the Hegemon. The Kazhkz were known for being overly boastful, leading to the occasional diplomatic incidents and slip-ups. After the First Contact, as tensions started to rise in Moghes, the Kazhkz were quick to pick a side, though it wasn’t until [[Contact_War#The_Firebrand_Summit|Firebrand Summit]] that Clan Lord Seryo Kazhkz officially announced his Kingdom’s new allegiance.&lt;br /&gt;
&lt;br /&gt;
The Han’san are much more elusive, though testimony generally indicates that it had always been a very military-focused clan. While it wasn’t a proper Kingdom, it was still a very influential clan in its immediate surrounding, maintaining unique relationships with its neighbors. By the time the Kazhkz clan turned into a proper Kingdom, the Han’san had already reached their zenith. With their clan Lords living in a massive fortress located North-West of Darakath, they were praised by other clans for their fearsome warriors, seen as paragons of might and discipline. Cooperation with other clans by sending Han’san men, either to fight wars for them, bolster their numbers, protect essential elements, or train troops, among many other jobs, allowed Han’san leaders to influence their partner clans. Han’san often had a say in the political affairs of friendly Kingdoms in the area, and this could hardly be more true with the Kazhkz Kingdom, which by the time the First Contact happened, had half of its forces either being Han’san directly or otherwise trained or bolstered by Han’san elements. Being surrounded by Traditionalist allies, the Han’san joined the Coalition when the time for war came.&lt;br /&gt;
=== The Contact War ===&lt;br /&gt;
&lt;br /&gt;
It is once again hard to know where or how the Han’san and Kazhkz fought exactly during the war, the main sources for the little information at hand being claimed first-hand accounts or partial records found by the Hegemony on Moghes. The final battle of these two clans and its outcome is undisputed, however.&lt;br /&gt;
&lt;br /&gt;
The 6th of June 2439, merely two months before the Nuclear Exchange, would see a battle known as Seryo’s Last Landing unfold. By June, the forces of the [[Izweski Nation|Hegemony]] had managed to take the upper hand and were now advancing, though slowly, into Traditionalist land. Bloody battle after bloody battle only gave Hegemonic troops a few kilometers of land for each victory, but it was undeniable that they had the advantage, and the Traditionalists were starting to lose hope in a victory. Many daring plans to put a swift end to the war were drafted, but only one was ever put in motion, Seryo Kazhkz’s.&lt;br /&gt;
&lt;br /&gt;
In a desperate move to end the war, and “save Moghes from the alien-backed, corrupt Hegemony”, the Kazhkz lord sold his entire Kingdom to neighboring powers for funds that he’d use to acquire alien weapons of his own: advanced shuttles. Though not armed, they could be used for incredibly fast travel to wherever they wished on Moghes, and he acquired hundreds. The plan was to engage in a daring landing on Skalamar, to take over the Hegemony’s capital itself and dethrone the Hegemon directly. It was a young clan Lord Kasz Han’san that was ordered to prepare the battle plan for this entire operation. &lt;br /&gt;
&lt;br /&gt;
Due to the Kazhkz Kingdom no longer existing, with its lands sold to neighboring powers, Seryo was forced to let his force, along with many civilians who were loyal enough to their lord to follow, remain in Han’san territory which by then happened to be dangerously close to the frontline as the Hegemony had already broken through Bahard’s mountain range. It was expected that they’d have enough time to prepare, but a sudden breakthrough by the Hegemon’s troops saw them get close enough to let them spot the massive base the Kazhkz had set up, and the countless shuttles within it. Soon enough, overwhelming artillery fire rained upon Kazhkz-Han’san forces, taking out half of their shuttles before they could even take off, and resulting in massive casualties. Despite the whole operation being nipped in the bud, Seryo ordered all of his combat-capable men to head to their shuttle and head for the Hegemonic capital. The little shuttle fleet found itself harassed during the whole flight, taking losses from both defenses based on Moghes, and early forms of Unathi military spacecraft. The operation itself ended 15 kilometers above Skalamar when Seryo’s own shuttle was taken down by a missile fired by a Hegemonic Sky Behemoth. Right after, it is told that Kasz Han’san contacted the shuttle of Seryo’s son, Salak Kazhkz, aged 19 at the time, to ask for a retreat.&lt;br /&gt;
&lt;br /&gt;
The order for a general retreat was given, and the remaining shuttles left. With their base lost and Han’san lands being taken over with next to little resistance as most of their men had been mobilized during the landing operation, Salak ordered that the remaining forces of the two clans leave Moghes. The remaining shuttles landed by the Han’san fort to gather nobles of their clans, troops, and civilians and left for [[Ouerea]].&lt;br /&gt;
=== The Piracy Days ===&lt;br /&gt;
&lt;br /&gt;
The flight to Ouerea itself was a bloodbath, with early military spacecraft opening fire on the escaping shuttles. Claims that civilians were onboard were ignored, as the very same shuttles were just about to unleash traditionalist forces upon the Hegemonic Capital. They did, however, manage to reach the colony. With the whole operation complete, and both Clans having lost nearly everything, the Kazhkz’ authority over the Han’san was gone, with many even blaming the Kazhkz for Seryo’s recklessness. Yet, Kasz still saw it wise to stay with the Kazhkz side of this shuttle fleet, deeming that they’d stand better chances to survive together.&lt;br /&gt;
&lt;br /&gt;
Before better access to warp technology and the discovery of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha’zana]] by pirates, [[Unathi Piracy|Unathi piracy]] was purely limited to the Uueoa-Esa system. When not sailing through the system, most rested on Ouerea, with its criminal underbelly, at the time, being almost entirely made up of pirates. The [[Contact_War#The_Atomic_Exchange|Nuclear Exchange]] and its consequences on Moghes prevented the Hegemony from doing anything meaningful to stop it for years, allowing the Han’san and Kazhkz to grow once more as they found a new way to survive in piracy. Salak Kazhkz turned out to be a surprisingly talented tactician in naval combat, and their shuttle fleet provided countless crafts to deliver Han’san warriors to targets to board. Kasz himself ensured that relationships with the slowly developing [[Unathi_Piracy#Notable_Pirates_and_Fleets|fleets]] of the time remained mostly positive, and even had the fleet acquire greater ships, all of alien manufacture, may it be through transactions or hijackings. By January 2440, the Han’san-Kazhkz turned into a proper fleet, and with enough warp-capable ships, extended their operations.&lt;br /&gt;
&lt;br /&gt;
The Han’san-Kazhkz still had the issue of their civilian population, however. The presence of countless families of refugees from the fallen Kazhkz Kingdom and Han’san clan in their ships, which included women and hatchlings, went against the [[Unathi_Piracy#Star_Code|Star Code]] itself and was always something to keep in mind when engaging in any kind of piracy. Though Salak seemed to have accepted this new way of life, and so did many of the Kazhkz, it was clear that the pirate life was unsustainable for their people.&lt;br /&gt;
&lt;br /&gt;
=== First Contact ===&lt;br /&gt;
&lt;br /&gt;
The discovery of [[Moroz]], and the [[Empire of Dominia]] in late 2440 was more than just a promise for a long-needed reprieve. The locals had surprisingly many things in common with Moghesian culture for Humans, namely the importance of faith, or the prevalence of a code of honor; and once the Emperor learned of the warrior past of these Unathi, he saw the potential in bolstering the Empire’s forces. It was the Unathi’s chance at a new life, something more proper than survival through piracy.&lt;br /&gt;
&lt;br /&gt;
The leaders of both clans agreed to swear fealty to the Empire, but not all approved of this decision. Some members of the fleet disagreed, either refusing to be at the order of Humans, living in an alien civilization (after all, many fought the Hegemony to push back against “alien influence” on Moghes), or simply refusing to let go of a life of piracy they would have grown accustomed to. This led to a part of the fleet refusing to land on Moroz, with a rebellious Kazhkz at their head, and eventually devolved into a battle, in which the rebels were defeated and forced to flee, led by the rebel leader’s wife, Fer&#039;is, who would create the fleet of the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyn Revanchists]] soon after; a thorn in the Empire’s side, and a mortal enemy to all Dominian Unathi nowadays.&lt;br /&gt;
&lt;br /&gt;
Over the weeks following their arrival on Moroz, Dominia would undergo a minor phase of turmoil as both humans and Unathi had to acclimate to each other. It was the first time many Dominians would meet non-humans. And for the Unathi, not only were many meeting Humans face-to-face for the first time, they were now to live among them. Thankfully, the Emperor took matters into his own hands and ensured that the whole affair went as smoothly as possible, quickly enough establishing a seat for the Chief Minister of Unathi Affairs in the [[Empire_of_Dominia#Imperial_Cabinet|Chief Minister of Unathi Affairs in the Imperial Cabinet]], , one that was given to Kasz Han’san, the other option being the much-less politically correct Salak Kazhkz.&lt;br /&gt;
&lt;br /&gt;
Not every Dominian welcomed, let alone tolerated their new Unathi neighbor, but their use was undeniable. Many complained about the Unathi being let in the empire, at all, but the might of Han’san warriors helped bolster the ranks of the Imperial Army, and the Kazhkz fleet’s support to the Empire’s as loyal privateers was of great use, especially against the Hegemony as tensions were slowly rising between them and the Empire.&lt;br /&gt;
=== The Fall of the Han’san ===&lt;br /&gt;
Over the following years, the two Unathi Clans would slowly adjust themselves to Dominian society. Proper Unathi communities would form across the Empire, and their presence would slowly make itself felt over Imperial culture, even if slightly. While the Grudgebearers helped the Empire, they were still officially privateers, their work not  directly under the orders of the Emperor, while the Han’san, as part of the Imperial army, were. This situation led to the Han’san being considered the more important of the two Clans at the time.&lt;br /&gt;
&lt;br /&gt;
This changed after the battle of Three Peaks, on the 3rd of April 2454. As part of their service to the Emperor, Unathi Regiments, mainly comprised of Han’san troops, were sent to [[Fisanduh|Fisanduhan]] lands, starting in 2450 to root out and eliminate the threat of the [[Fisanduh#Resistance_Movements|Fisanduhan Freedom Front]], as well as any other terrorist element once and for all. Though their presence was enough to drastically reduce 3F presence, the number of their operations, and even their success rate, asymmetrical warfare proved to be something they had difficulty adjusting themselves to, something that reached its climax in the battle of Three Peaks. This battle saw the Han’san throw nearly all of their forces into what was assumed to be a sudden and final strike against the Fisanduhan Freedom Front. The 32nd Mountain Brigade of the 3F, along with various other forces had been routed into the Three-Peaks mountain range after a battle against Imperial Fisanduhian Gendarmerie forces. With seemingly nowhere to run, it seemed like the Fisanduhan fighters were done for, and thus it was ordered that the Han’san would come to utterly crush them and get rid of these at long last, hopefully crippling the 3F and stealing them of any chance to commit to any kind of effective operation against the Empire.&lt;br /&gt;
&lt;br /&gt;
However, the Han’san landing site happened to be near a Fisanduhan settlement, one in which the population remained loyal to the Confederated States of Fisanduh. The Han’san up to now remained undefeated in direct confrontation, but they were used to “proper” warfare, to the battlefields of Moghes, or even piracy done in the more “honorable” Unathi way. Thus, sabotage and other acts of civilian resistance were rarely if ever taken into account by the Han’san forces. This proved to be a fatal error. All but two of the landing crafts were taken out of the skies by defenses hidden and operated by the locals, letting the forces of the 3F swoop in and finish the rest. This utterly humiliating defeat was made all the more terrible for the Han’san clan’s reputation when it turned out that the 3F had captured and kept most of the Unathi soldiers in captivity for months, over which they would make demands and start executing them if these were not listened to. The Emperor refused to cooperate, with Kasz Han’san’s backing, and followed months of attempts of transmission of executions of Han’san prisoners by the 3F in an attempt at psychological warfare and propaganda by the Fisanduhan rebels.&lt;br /&gt;
&lt;br /&gt;
Besides the utter humiliation that crushed the Han’san Clan’s reputation, the defeat of the battle of Three Peaks led to the loss of over three-quarters of their adult men; any Han’san men, soldier or otherwise. Some families were so devasted by the loss that they shunned the militaristic nature of their own clan and chose to focus on other matters. In any case, this utterly crushed any chance of political presence or representation for the Han’san, already seen as a faction among the smallest group in the Empire.&lt;br /&gt;
=== Settling Down ===&lt;br /&gt;
As time went on, the Unathi of Dominia properly got to settle down and get used to life on Moroz, and over the Empire. Many got used to the frigid temperatures of the Imperial Homeworld, while others moved to different worlds like the much warmer [[Empire_of_Dominia#Alterim_Balteulis|Alterim Balteulis]]. Most secondaries are not too welcoming of their new Unathi neighbors, however, and most Imperial Unathi have taken to forming communities where they tend to live amongst each other.&lt;br /&gt;
&lt;br /&gt;
To this day, the Han’san side of the Imperial Unathi remains greatly damaged. Though the new generation started to take over the broken one of the days of the defeat, it will most likely take many more generations to properly fix the damages of the Battle of Three Peaks. Thankfully for them, Kasz Han’san lives on and still retains the seat of Chief Minister of Unathi Affairs in the Imperial Cabinet, representing all Unathi in the Empire to the best of his abilities, but also ensuring the survival of his own Clan. They still provide the Empire with few but fearsome soldiers who are generally put into the small but effective Unathi Regiments. While ultimately led by Human-staffed high command (generally Strelitz, though reluctant at leading Han’san troops after their humiliating defeat), it is also often where Han’san men get to shine as officers as well, and not just mere troopers, giving them hope for a chance to become relevant once more on the political scene. Other members of the clan have also taken to more civilian paths, horrified or otherwise disgusted by war after both the Contact War and the Battle of Three Peaks.&lt;br /&gt;
&lt;br /&gt;
Circumstances for the Kazhkz have been thankfully much better than with their Han’san counterparts. A sizable part of the clan got used to life in space, and wanted to continue working in this field. With incredibly limited options for a career in the Imperial Fleet due to Zhao leadership proving mostly hostile to Unathi, they would instead work for the Empire as privateers. Salak Kazhkz himself chose this path and, to this day, takes the opportunity of the freedom that privateering offers to strike Hegemonic assets, naming his fleet of privateers “The Grudgebearers”. But the majority of the Kazhkz clan does not specialize in this field, or any other specific one, contrary to the Han’san, with most of their members taking to various careers. Most remain within Unathi communities, but it’s not rare to see others mixing with the rest of the Empire, either opening small shops or providing services for the locals, or working for among other secondaries, or even in some cases, for/with primaries.&lt;br /&gt;
&lt;br /&gt;
== Unathi Role in the Empire ==&lt;br /&gt;
=== The Kazhkz-Han’san Oath ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“I, [first name], of clan [Kazhkz or Han’san], swear today my allegiance to the Emperor, to the Empire of Dominia, and to Goddess and Tribunal. For their kindness in welcoming me and in their fold, I will honor the debt I owe them, and devote myself to serving the Empire and its interest, the Goddess and her will.”&#039;&#039;&lt;br /&gt;
First paragraph of the Kazhkz-Han’san Oath&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath, known as the Unathi Oath by other Dominians, refers not only to the oath sworn to Emperor himself by the original wave of Kazhkz and Han’san Unathi as they arrived on Moroz, but also the life obligation these same Unathi have to follow. The Empire did not welcome the Kazhkz-Han’san out of kindness, but because the Emperor saw a use in thousands of grizzled Unathi warriors and sailors serving Dominia’s interest.&lt;br /&gt;
&lt;br /&gt;
The Oath also serves as an alternative to the [[Empire_of_Dominia#The_Mo’ri’zal|Mo’ri’zal]], for these same Unathi. It was assumed that most of these Unathi migrants would never be able to pay for the Mo’ri’zal, considering that they had nothing but their ships and the clothes on their backs. The Oath ensured another way to pay the debt they owed to the Empire, not through monetary means, but through service. Beyond that, it also proved to be an excellent way to earn the loyalty of the recent alien arrivals, taking advantage of the very honorbound mindset of the many warriors of the Kazhkz-Han’san. Newer generations of Unathi born on Dominian soil have to pay the Mor’ri’zal like any Dominian citizen, however, but many of them still willingly follow the Oath like their parents did, treating it like a tradition.&lt;br /&gt;
&lt;br /&gt;
The Kazhkz-Han’san Oath demands that the Unathi that took it follow four main commands.:&lt;br /&gt;
* Allegiance to the Empire. &lt;br /&gt;
* Service to the empire through work in fields they excel in.&lt;br /&gt;
* Allegiance to the Goddess through Tribunal worship, leaving traditional Unathi religion behind.&lt;br /&gt;
* Adaptation to Imperial culture.&lt;br /&gt;
This Oath, beyond attempting to ensure their loyalty, would define what role the first generation of Dominian Unathi played in Dominian society. The Kazhkz clan, just like on Moghes, would delve in many kinds of activities, each Unathi focusing on their craft and slowly mixing with the Morozi population, with a sizeable part of the clan taking to privateering again, having already developed the skill and experience pre-settlement in the Empire. The Han’san, on their end, would unsurprisingly bolster the Imperial Army’s ranks with the majority of their population.&lt;br /&gt;
&lt;br /&gt;
To violate the Oath is not only a criminal offense in the eyes of the Empire, but also a grave failure to the eyes of other Imperial Unathi. Punishment depends on how the Oath was broken, with various Imperial and Tribunal (in the case of edict-breaking) laws already covering such acts. Though extremely rare, violation of the Oath is generally expressed through openly-expressed anti-Imperial or anti-tribunal sentiments or actions. Assuming an oathbreaker is still free or alive after his Imperial punishment, they are very quickly shunned away by members of their clan. Without the support of their clan, and the unpopularity of being a Unathi oathbreaker in the Empire, these Unathi are inevitably forced to leave the Empire altogether… A practice that isn’t too dissimilar to turning a Unathi into a Guwan.&lt;br /&gt;
=== Political Influence ===&lt;br /&gt;
&lt;br /&gt;
The Unathi have little political influence in the Empire, but it is still somewhat noticeable. As Chief Minister of Unathi Affairs, Kasz Han’san is part of the Imperial Cabinet and is able to take part in the politics of the Empire to a small degree. While his influence is technically limited, Kasz can make arrangements with other members of the Cabinet to better achieve this goal, as the Han’san Clan Lord does retain a lot of influence over other Dominian members of his species. In the end, however, most of these political maneuvers are made to provide Dominian Unathi with more opportunities, ensuring their living conditions remain acceptable-enough to him. This conduct hasn’t led to Han’san stepping over the other cabinet’s members&#039; toes, which is probably why he has been tolerated so far by the cabinet.&lt;br /&gt;
=== Unathi Regiments ===&lt;br /&gt;
&lt;br /&gt;
The Unathi Regiments are the Imperial Military’s way to handle its Unathi forces. Set up after the Battle of Three Peaks, they are small, mainly infantry-based regiments led by Human (generally Strelitz) officers. Many of the Empire’s Unathi served, or have served in the past in these Regiments, including nearly all male Han’san. These regiments play a certain role in their culture, and it&#039;s not rare to see Dominian Sinta bond over shared service in a regiment. It is tradition for members of a Unathi to give their regiment a name too, earned from its achievement and role, generally.&lt;br /&gt;
&lt;br /&gt;
You can learn more about Unathi regiments in general [[Dominian_Imperial_Military#Unathi_in_the_Imperial_Army|here]].&lt;br /&gt;
&lt;br /&gt;
== Life for the Dominian Unathi ==&lt;br /&gt;
=== Life Conditions ===&lt;br /&gt;
&lt;br /&gt;
Dominian Unathi enjoy the life conditions of a Secondary. While not having access to great wealth, they live a relatively comfortable life. Dominian Unathi tend to rely on each other quite a lot, as most of them are from the same clan, which can help some access things that would require considerable funds; for instance, one of the two clan could pay the costs of higher education for one of their own, or provide the funds necessary to open up a business, if it is deemed that the Unathi in question is not only promising-enough, but also deserves such support.&lt;br /&gt;
=== Cultural Differences ===&lt;br /&gt;
&lt;br /&gt;
Being entirely different species, many cultural differences can be noticed right away between the Unathi and Humans. Perhaps the most striking, though one most expected, might be fashion. Moroz is cold even by the standards of Humanity, but for the average sinta it has the potential to be outright lethal. Even in the relatively warmer equator, Unathi that are not properly dressed when outside can risk passing out, and even dying if outside for too long. This leads to the common sinta generally being seen in multiple layers of clothing of heavy, fur-stuffed coats and jackets. This led to the “puffed up Unathi” cliché, the idea that sinta cover themselves in so much clothing that they appear round from it; an image both popular in Dominian satire, but also Hegemonic and Ma&#039;zal media when mocking the Unathi of Dominia. They also prefer to wear brightly-colored clothes.&lt;br /&gt;
&lt;br /&gt;
Diet is also a very important aspect, as Unathi are after all, carnivorous. Ever since their arrival, both the fishing and cattle industries were drastically expanded. Importation of Buthanol and other sinta-friendly drinks was to be made as well, and it’s not rare to see restaurants and bars in major cities of Moroz, offering Unathi-friendly options. When heading to villages and other smaller settlements, however, Unathi tend to bring their own food.&lt;br /&gt;
&lt;br /&gt;
Unathi-owned businesses are rare, especially outside of Unathi Communities, but not for a lack of trying, nor any kind of Dominian hostility. The main issue is simply the Dominian system, like any Human society’s, being widely different from anything Unathi were used to up to now with economies ruled by guilds and customary contracts. Unathi can engage in and work for businesses, and nothing prevents them from attaining powerful positions within said businesses on paper, but Unathi-owned businesses in Dominia are a rare sight and are generally led by particularly progressive sinta or ones that managed to adapt to the local system.&lt;br /&gt;
&lt;br /&gt;
[[Unathi#Gender_Roles|Unathi gender roles]] have been a point of contention in some instances, with it being generally frowned upon by many Dominians; though at large there have been no major issues on this specific topic.&lt;br /&gt;
&lt;br /&gt;
Hobbies and other forms of entertainment can often differ from the average Dominian. [[Dominian_Culture#Fencing|Fencing]] is very popular among Unathi, just like with the rest of Dominia, though they rarely fence against Humans, both due to the physical differences of both species and interests, with most Unathi choosing sabers over the more popular rapiers. Wrestling is also popular, and some of the best Dominian Unathi wrestlers have been responsible for training future Zandiziite fighters to represent Dominia, Unathi or Human. Hunting is also something highly appreciated, though rarely practiced as it is a pastime mainly reserved for Primaries. Finally, the younger generation of properly Dominian-born also turned out to be surprisingly fond of video games.&lt;br /&gt;
=== Languages ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority spoke Sinta’azaziba before first contact with Moroz, and they still do, even teaching the newer, Moroz-born generations the old Moghesian tongue. However, they still had to adapt and learn the Imperial tongues, or attempt to. So far the Unathi haven’t fully mastered the alien languages, and instead rely to the few members of their communities that managed to learn one of the two languages, depending on their needs, work environment, and so on.&lt;br /&gt;
=== Religious Matters ===&lt;br /&gt;
&lt;br /&gt;
Perhaps a major point of contention between Unathi and Humans in Dominia is religion. Unathi tend to be incredibly spiritual, and religion is also extremely important to the Empire.&lt;br /&gt;
&lt;br /&gt;
On the one hand, the importance of faith in Dominia is one of the reasons why the Kazhkz-Han’san ever considered joining the Empire in the first place, finding an alien society that shares values with them. An issue, however, might be what faith is being followed. Many of the more conservative Unathi, generally on the Han’san side, had a hard time converting to the [[Moroz_Holy_Tribunal|Imperial faith]], and to take the Oath over this very issue. Many think that, if not for Kasz Han’san’s work as Chief Minister of Unathi affairs, they would never have. Instead of focusing on the faith itself, Kasz convinced his kin to convert over honor, as it would be dishonorable to not oblige to the customs of the people that welcomed them to their world. Nowadays, all Dominian Unathi follow the tribunal, officially, though some obviously do with much less zealously than others, seeing this more as a chore than anything else.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, a large portion of Dominian Sinta eagerly embraced the Moroz Holy Tribunal.  Noticing commonalities between Unathi faiths and the Tribunal, some Sinta have claimed that these are all interpretations of the same truth. The Great Spirit or the Goddess being the same entity, souls and spirits being different words for the same things, and so on. There are still issues on the proper interpretation of the Dominian state religion, however. More conservative ones, generally Han’san that chose to worship the Goddess, take a more radical route, usually following the Katarinian interpretation of the Edicts. Kazhkz and other more progressive Sinta, however, would tend to follow the Jarmilian route. While rare, some Unathi do get involved with the Tribunal, with a few seen working as acolytes, though there have yet to be proper Unathi initiates.&lt;br /&gt;
=== Non Han’san-Kazhkz Unathi ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of Unathi in Dominia are part of the Kazhkz or Han&#039;san clans. Some non-Kazhkz-Han’san Unathi can be found in exceptional cases, but they rarely stay this way, or at all. These are almost universally recent Unathi migrants, and almost always end up joining the Kazhkz or Han’san clan. Those that tend not to support life on their own in the Empire, and are generally quick to leave.&lt;br /&gt;
&lt;br /&gt;
== Unathi Communities ==&lt;br /&gt;
&lt;br /&gt;
As Unathi settled down on Moroz, the issue of lodgings was raised, as there simply wasn’t enough housing to cope with the sudden arrival of thousands of Unathi. To remedy this problem, Nova Luxembourg, Jinxiang, and Domelkos were provided with the funds to build a new district, dedicated to housing these new arrivals.&lt;br /&gt;
&lt;br /&gt;
In order to save on money and time, buildings in these new districts were built with pieces of ship hull from parts of the Kazhkz-Han’san fleet. While a section of the fleet was kept by the Grudgebearers privateers, most of the ships were recycled by the Empire, and as part of the recycling process, hulls were used to make walls and other structural parts for these new buildings, leading to these districts holding a particularly unique take on the typical Dominian architecture.&lt;br /&gt;
&lt;br /&gt;
As these districts were used to house Unathi almost entirely, these were quickly referred to as Unathi Communities by the Dominian population, and remain where the overwhelming majority of Dominian Unathi reside. Though some Unathi do live among other Secondaries, they are very rare cases.&lt;br /&gt;
&lt;br /&gt;
Though there are cases of Unathi living among their Human counterparts and outside of these Unathi communities, they are a minority, and most Dominian Sinta can be found in these districts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;New Hope District, Nova Luxembourg - “Landsite&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Completed in late December of 2440, mere months after the arrival of the Kazhkz and Han’san clan, the New Hope District is the first and largest of the “Unathi Communities”. Aside from its official name, however, many have referred to New Hope District as “Landsite”, or the “Landsite District”, due to it being built at the very same place where the Kazhkz-Han’san ships first touched down on Moroz.  According to the last census of early 2466, the district’s population features a majority of Kazhkz clan members with present but rarer Han’san, and a minuscule Human presence.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes this Unathi community unique, aside from its size, is the presence of a relatively large tribunal church, built after the Caladius Great House contributed to the district’s funds during its construction. The New Hope Church, is staffed by Human Morozi, mainly, but it is also the main spot where most future Unathi acolytes start their careers.&lt;br /&gt;
&lt;br /&gt;
Aside from the unique Unathi Community architecture, the New Hope District itself is organized like any other Nova Luxembourg district, and has been surprisingly-well integrated into the rest of the city, with locals being able to effortlessly move in and out of the district. This has allowed extensive cultural exchanges in and around the district, and plays a massive role in the integration of the Unathi population into Dominia at large, and the Morozi’s population discovery and acceptance of their new alien neighbors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Anvil District, Jinxiang - “Anvil Towers”&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Jinxiang’s Anvil District is the second largest Unathi Community. It is the largest Unathi Community population-wise, with a nine-to-one Kazkz-to-Han’san ratio. What makes the Anvil District special is its disposition. Anvil District is incredibly compact, being composed of only two large buildings, hence the name it was given by many locals: “Anvil Towers”. These massive “habitation blocks” include residential areas, but also commercial ones, along with some areas for service and administrative work.&lt;br /&gt;
&lt;br /&gt;
Most of the towers’ population works outside of the District, however, in the extensive industrial zones of Jinxiang, among other secondaries. Though they are paid decently and not disrespected outright, working conditions for Unathi industrial workers of Jinxiang are harsh, mainly due to them needing to adapt Human schedules and obligations. While they are generally stronger than most non-geneboosted Humans, Unathi stamina is far lesser than their Human counterparts’, and it gets quite hard for them to keep up. Kasz Han’san has been hard at work to try and have work schedules fit for Unathi be implemented, but the demand for Morozi shipbuilding, both for civilian purposes and the Fleet, are high, and efforts have been inconclusive so far. Most of these Unathi industrial workers currently stick to part-time work, with the adequate, low pay, and thus have to rely on each other for any expenses beyond essentials.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunter’s District, Domelkos - “Widowtown&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Domelkos is known for many things, the extensive hunting grounds surrounding the city among other things. Hunter’s District was built in what used to be part of these hunting grounds, though deserted by wildlife long ago due to the expanding city. Hunter’s District is the largest of the three original districts in space occupied, yet paradoxically, counts the smallest population.&lt;br /&gt;
&lt;br /&gt;
It wasn’t always like this, of course. Hunter’s District was built with a larger population in mind, and housed a much larger one for a time with an overwhelmingly Han’san population. After the monstrous losses taken during the battle of three peaks, however, and the loss of most Han’san adult men, the population plummeted down. It was after this event that Hunter’s District eaned an unfortunate name, for the many families left broken by the battle: “Widowtown.”&lt;br /&gt;
&lt;br /&gt;
Hunter’s District is mainly a residential area, with rare, small Unathi-owned businesses sparkled here and there, though most work outside of the area. Most of the local, male Han’san population, works abroad, as members of the various Unathi Regiments, while others tend to work various jobs within Domelkos at large.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Suna Village, Alterim Balteulis&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Thanks to Alterim Balteulis&#039; very comfortable climate, many Unathi were quick to move to the Imperial colony. Though the planet didn’t have the same housing issues as Moroz, thanks to Unathi moving there more progressively, many were still quick to gather up, eventually ending up forming Suna Village. With a half-and-half split in Han’san and Kazhkz population, roughly, it is not the only place where imperial Unathi live on Alterim Balteulis, but noteworthy for its population being entirely made up of Unathi.&lt;br /&gt;
&lt;br /&gt;
There have been rumors that, due to its distance from Moroz, and the lesser scrutiny, the locals have managed to continue practicing more Unathi traditions than the rest of their clans, though nothing has been proved yet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Unathi Districts&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
There exists many more Unathi Districts across Moroz, Alterim Balteulis, and other Imperial colonies, may they be part of larger cities, or small settlements like the Suna Village. These tend to be much smaller, with a population of a thousand souls tops.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
[[Dominian Culture#Interspecies_Relations|More informations here.]]&lt;br /&gt;
=== Kazhkz-Hansan relationship ===&lt;br /&gt;
&lt;br /&gt;
The Kazhkz and the Han’san maintain a sort of brotherly rivalry nowadays. Tensions between the two are obvious, and even Humans can pick up on the occasional spat between members of the two clans. The first and main reason may come from their original failure against the Hegemony during the contact war, with Han’san Unathi blaming their Kazhkz counterpart for Seyro’s plan being their downfall, while the Kazhkz blame the Han’san for this defeat with Kasz being the main strategist behind the landing at the time.&lt;br /&gt;
&lt;br /&gt;
Along with that comes more general banter, as historical issues are left to the older generations that fought on Moghes, with Unathi mocking each other for being landlocked, a fortune navy, lackeys for this or that greater house or other humans in general, and more. All of these tensions, however, tend to vanish regarding issues that go beyond strictly Unathi affairs. When it comes to facing problems that come from the rest of Dominia, or even the Spur as a whole, the entirety of the Dominian Unathi, no matter what name they bear, quickly gets to unite to face and resolve these.&lt;br /&gt;
=== With Primaries ===&lt;br /&gt;
&lt;br /&gt;
Some of [[Empire_of_Dominia_Great_Houses#Emperor_Bolesław|House Keeser]], such as the Emperor himself, see Dominian Unathi in a generally positive light for their contribution to the Empire. Dominian Unathi tend to be loyal to the Emperor, more than to any other House. The heir apparent, [[Keeser_Royal_Family#Crown_Princess_Priscilla_Keeser|Crown Princess Priscilla]], is rumored to have a much dimmer outlook on these Unathi, perhaps due to her connections with Houses Strelitz and Volvalaad.&lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Strelitz|House Strelitz]], perhaps due to their roots in military service, looks down upon the Empire’s Unathi as failures who were beaten by the Fisanduhians and have, as a result, prolonged the Empire’s longest military conflict for decades. The ire between Dominia’s Unathi and the Strelitz is perhaps only more intensely felt by House Zhao’s naval officers, and many Strelitz officers view every death in Fisanduh as the direct result of trusting Unathi military “tactics.” The Strelitz have long stymied the progress of Unathi in the Imperial Army, as even the modern Unathi regiments ultimately rely on Strelitz high command, even when it would benefit the Army, and are the major force behind the dearth of Unathi officers beyond the most junior ranks.&lt;br /&gt;
&lt;br /&gt;
Generally seen as a progressive great house, [[Empire_of_Dominia_Great_Houses#House_Volvalaad|House Volvalaad]] has long refused to work with the Unathi, who they view as brutish thugs utilized by more conservative factions in the Empire, to hang onto their power at the expense of the broader Empire. Little cooperation exists between the houses and suspicion runs rampant, though Volvalaad scientists are willing to offer their counterparts gene-boosting — even if at a high price. It is currently agreed among Dominian Unathi that such expenses should only be made for medical reasons, and not “enhancements.” &lt;br /&gt;
&lt;br /&gt;
[[Empire_of_Dominia_Great_Houses#House_Caladius|House Caladius]] is divided on the Unathi. Its religious arm largely sees the Unathi in a generally good light, mostly thanks to shared interests. Even putting aside the rare Unathi acolytes seen by the side of Tribunalist priests, the usually very spiritual nature of the average Unathi is something that many priestly Caladius hold in high regard. The merchant faction, which aligns itself more with House Volvalaad’s views, has long been leerier.&lt;br /&gt;
&lt;br /&gt;
Out of all of the Great Houses, [[Empire_of_Dominia_Great_Houses#House_Zhao|House Zhao]] is the least Unathi-friendly and is often outright hostile towards their alien counterpart. The main point of contention is their rivalry with the Kazhkz as the Empire’s means of naval supremacy. In practice, this rivalry generally leads to disputes in the Imperial Cabinets and very limited options and disadvantageous treatments to Unathi engaging in His Imperial Majesty’s Fleet.&lt;br /&gt;
=== Imperial Relationships ===&lt;br /&gt;
&lt;br /&gt;
Unathi are generally seen in a negative light by most [[Empire_of_Dominia#Secondaries|Secondaries]], who view them as “lesser” compared to true Morozians. Most of the Empire’s [[Empire_of_Dominia#Ma&#039;zals|Ma&#039;zal]] population is hostile towards the Unathi, and most of these forms of hostility take on a xenophobia-laced anti-Imperial aspect. Burning effigies of Unathi is a common form of protest against the Empire due to their use as enforcement troops, and they are commonly featured in anti-Dominian media across the Spur.&lt;br /&gt;
&lt;br /&gt;
Most [[Fisanduh|Fisanduhans]] have proved to be extraordinarily hostile to Dominia’s Unathi population, due to their role in the occupation. Fisanduh Freedom Front saboteurs often try to target Unathi buildings and populations even if “softer” targets are available, and few Unathi last long in Fisanduh outside of the Imperial Army. Human Imperial Army units assigned to Fisanduh, such as the [[Dominian_Imperial_Military#Notable_Imperial_Army_Units|56th Jadranic]], often refuse Unathi auxiliaries due to the ire they bring from Fisanduhians.&lt;br /&gt;
=== With the Hegemony ===&lt;br /&gt;
&lt;br /&gt;
Naturally, the relationship between Dominian and Hegemony Unathi is far from friendly. Putting aside the already tense relationship between the Hegemony and the Empire itself, the [[Izweski Nation|Hegemony]] still sees the Kazhkz and Han’san for what they were during the Contact War: enemies. Acts of piracy by Salak Kazhkz’s Grudgebearers are still seen by some as a continuation of the Contact War, namely many of these Grudgebearers themselves, and Hegemonic forces are generally allowed to open fire on these privateers at their discretion.&lt;br /&gt;
&lt;br /&gt;
Thankfully enough for the Grudgebearers, the Hegemony’s navy sees more immediate threats that deserve more means than Kazhkz Privateers, namely the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan fleet]], and thus, while they are generally fired at when seen, they are not actively hunted down by Hegemonic forces.&lt;br /&gt;
=== With other Unathi ===&lt;br /&gt;
&lt;br /&gt;
Unathi pirates tend to have mixed opinions, ones as varied as their own fleets. One thing they all agree on, however, is that they do not consider the Kazhkz Fleet, before or after Moroz, to be proper pirates, recognizing that their piracy days were more of a transitory phase and that the Grudgebearers’ ties are way too close-knit to the Empire to be treated like proper pirates. Naturally, this means that no Dominian Unathi ever had access to the council of Fangs. Though it is rumored that some individually know about Haza’na’s location, the Grudgebearers officially do not go to the pirate homeworld.&lt;br /&gt;
[[File:Hiskyn.png|180px|thumb|right|Flag of the Hiskyn Revanchists Unathi fleet, once part of the same clans, now mortal enemies of all Dominian Unathi.]]&lt;br /&gt;
Perhaps the most notable fleet to the Dominian Unathi might be the [[Unathi_Piracy#Hiskyn&#039;s_Revanchists|Hiskyns]]. Naturally, besides being ex-Han’san-Kazhkz themselves, the Hiskyns are mortal enemies who will often go out of their way to hunt down their Dominian peers. On the other hand, the [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan]] see the Dominian Unathi, mostly through the Grudgebearers, in a mostly positive light for their shared hatred of the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Despite being originally part of the Traditionalist Coalition, most traditionalist Unathi living away from the Empire do not see their Dominian peers in a necessary positive light. Though opinions are diverse, the main point of contention generally is that, by getting so involved in an alien civilization, the Han’san-Kazhkz betrayed themselves, perhaps even going beyond what they could’ve accused the Hegemony of before the Contact War.&lt;br /&gt;
&lt;br /&gt;
== Notable Individuals ==&lt;br /&gt;
=== Salak Kazhkz ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Kazhkz, Son of Seryo Kazhkz, Fang Captain of the Grudgebearers, Lord of House Kazhkz.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the one and only son of Clan Lord Seryo Kazhkz, with his mother dying soon after his egg was laid, Salak was sheltered from the moment he hatched in August 2420, seen as the only lifeline the Kazhkz Kingdom had for a peaceful transition for when the time came. This however proved detrimental. Salak was adventurous, like his father and, in truth, most Kazhkz. A life spent pampered and protected only had his wanderlust grow with time. It’s no surprise then that when the Kazhkz and their Han’san allies were forced to retreat and leave Moghes entirely, Salak embraced the pirate life; and that, even after reaching Moroz, as he chose to keep on working as a privateer.&lt;br /&gt;
&lt;br /&gt;
More than just adventurous, however, Salak is infamous for being cocky, rude, and generally quite politically incorrect, may it be in his takes or just his overall conduct. Coupled with the fact that most consider Kasz Han’san to be the de-facto leader of the Unathi of Dominia, many, Humans or sinta, took to underestimating the Kazhkz clan lord, sometimes even treating him like a foolish brute. Rare are the foes that underestimate him in such a way for long, however, for if Salak may be lacking in political tact, he more than makes up for it in tactical genius. Over his countless years spent privateering, and even before, Salak proved time and time again that he made a surprisingly cunning strategist and even a force to be reckoned with in direct combat.&lt;br /&gt;
&lt;br /&gt;
Though he spends little time on Moroz proper to handle political affairs, leaving this to other Kazhkz figures, as well as to Kasz Han’san, Salak turned out to be an excellent leader as the &amp;quot;[[Unathi_Piracy#Ranks|Fang Captain]]&amp;quot; of the Grudgebearers, one that remains personally undefeated in a space battle, and the Grudgebearer fleet has managed to even earn the respect of a handful of Unathi pirate fleets, namely the Izharshan themselves, with who he shares an unbridled hatred for the Hegemony. Still, the Grudgebearers and Salak himself are seen as agents of the Empire first and foremost by other pirates and were never given the coordinates of Ha’zana.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|As privateers, the Kazhkz fleet does not have direct access to modern Dominian ships. Generally, they either use older (supposedly) decommissioned Imperial ships that they refit for their own missions, or crafts they buy with their own funds or acquire through other means. A few of their ships even date back to their pre-Moroz, piracy days.]]&lt;br /&gt;
To this day, Salak is certainly known for his practice of forcing the crews of the ship he boards himself to prepare a feast for him, a way to repay for what was done to his father, and the rest of the Kazhkz Kingdom and his father. The ferocity with which he fights the Hegemony has led to the Hegemon very often calling out the Empire for their actions, something the Emperor can easily dissociate with considering the Grudgebearer’s status as privateers and Salak’s eagerness to claim that his acts against the Hegemon are his, and his alone.&lt;br /&gt;
=== Kasz Han&#039;san ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lord of Clan Han’san, Son of Uerasz Han’san, First Captain of the War Drum, Chief Minister of Unathi Affairs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatched in February of 2405, Kasz Han’san was practically born to lead. With his father dying in battle while he was still a hatchling, his mother took to leading the Han’san until Kasz&#039;s 16th birthday, after a childhood spent being taught about leadership, politics, and military matters. On Moghes just like on Moroz, Kasz Han’san has always been an incredibly serious and disciplined man. His talents, may it be in battle (on the front in his younger years, then on a more tactical side) or in politics had him become more than one to respect for all Han’san and other Unathi, but also a model, even for some Humans.&lt;br /&gt;
&lt;br /&gt;
His work as Chief Minister of Unathi Affairs to this day has ensured that the integration of the Unathi population went as smoothly as possible, without undermining the interests of the Empire either. He also managed to balance the authority of both Unathi Clans, as by the time they fled Moghes, the Han’san were no longer beholden to work for or with the Kazhkz, yet he made sure that the two people would stick together and work in relative harmony in order to give his fellow sinta the most chances.&lt;br /&gt;
&lt;br /&gt;
Not everything is perfect, though, and some have reservations about the old Unathi. Among other things, several see him as basically leading not just the Han’san, but also the Kazhkz from his position, no matter if he has the right to or not, effectively abusing his power as chairman to lead the Kazhkz too, if not all Unathi in Dominia. Perhaps the worst, however, is the large number of Han’san families resenting the decision of their leader after the blunder of the battle of Three Peaks, when he chose to back up Emperor Keeser’s decision in refusing any kind of negotiation of the Fisanduhan in the name of loyalty to said Emperor, and thus dooming any Han’san survivor of the battle that had been captured by the enemy. Besides the countless broken families, some feel like the Han’san would not be in their current position of weakness had he tried anything, and it is rumored that such a decision was something he came to regret even himself, at least in private.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, Kasz remains an overwhelmingly liked figure among Unathi and Dominians overall. Though he is starting to age, and some are already starting to look for who could be a replacement for the Chief Minister of Unathi Affairs, rare are those that consider currently getting rid of him, especially not the Emperor himself who has yet to be (publically) disappointed by the Kasz clan Lord.&lt;br /&gt;
=== Ksarkat Han’san ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Son of Haraki Han’san, Lieutenant-Colonel of the 2nd Unathi Regiment “The Claws of Revenge”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hatched in September of 2435, Ksarkat and his family left Moghes as the Kazhkz-Han’san forces evacuated what they had left before leaving their home world. From a young age, he dedicated himself to fighting just like his father, and the rest of the Han’san men, as paragons of military discipline and might, though more out of personal interest than anything political. This took a drastic change when the battle of Three Peaks in 2454 came, and Ksarkat’s family was one of the many left without a father. Aged 17 at the time of the battle, he joined the Imperial army the very next year, no longer in the search of glory and self-improvement, but in the search of vengeance.&lt;br /&gt;
&lt;br /&gt;
The defeat of the Han’san saw a total reorganization of how Unathi were handled in the Imperial Army. By now, Unathi would either be seen in Unathi Regiments, or in rare cases, as part of small squads of special forces where their talent might prove relevant; in any case, in places where they would always ultimately be led by Strelitz elements. Contemptuous Strelitz leadership thus made it extremely hard for Unathi to get promoted even in their own Regiments. &lt;br /&gt;
&lt;br /&gt;
Despite this, Ksarkat managed to rise through the ranks surprisingly quickly, something both due to his discipline, talent as a footman and then an officer, and a handful of heroics that managed to save the life of quite a few Gendarmes, fellow soldiers, and even the occasional Strelitz house member. Ksarkat’s work not only made him a popular war hero among the Unathi populace but soon enough among a part of the Human one too. If it wasn’t for his exploits, then Strelitz higher-ups would be forced to grant him his promotions because of the pressure that could come with any kind of perceived unfair treatment. Ksarkat’s own statements of seeing himself limited in his service to the Empire, and his vengeance against the “foul terrorists of the three Fs” certainly did help him too.&lt;br /&gt;
&lt;br /&gt;
Ksarkat’s rise through the ranks seems to have stopped though, as he reached the rank of Lieutenant-Colonel. A dead end, as no other Unathi have ever reached this rank, let alone went beyond, and for good reasons to the Strelitz, as another promotion would put him at the lead of a purely Unathi regiment, second only to generals and the will of the Emperor, something they see as unacceptable. Still, the fact that Ksarkat went further than any other Unathi, and never gave up, even to this day, made him an extremely popular figure to Dominia’s sinta populace as well as some more Unathi-friendly Humans and a contentious one to the rest of the Empire. He has also become an example, or at least someone to empathize with for the better part of the current generation of Han’san, raised in families often broken by their monumental defeat in 2454, growing and eager to bring back their clan the glory it once had, or at least, take revenge upon the rebels of Fisanduh.&lt;br /&gt;
=== Zukri Kazhkz ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Daughter of Fa’rak Kazhkz, Chief Minister of Unathi Affairs’ aide, “Dark Cloud”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zukri Kazhkz hatched in September of 2439, on a Kazhkz ship. Never getting to see Moghes with her own eyes, she was properly raised on Moroz, making her a purely Dominian product. From a young age, Zukri turned out to be a very charismatic woman, both with sinta and Humans. Part of a rather progressive family for Unathi, she was allowed, and even encouraged by her family to engage in a political career, where she first became an aide for a Caladius politician.&lt;br /&gt;
&lt;br /&gt;
Eventually, she was invited by the Chief Minister of Unathi Affairs to serve as his aide, as Kasz had noticed her particularly politically skilled nature. Both proud to be Kazhkz and Dominian, many see her as a much more interesting option than Salak to represent the Kazhkz themselves, and even he does not mind, choosing to let her speak in his place while he is off privateering. Named “Dark Cloud” by the Dominians for her dark scales, and apparent soft and kind personality, she turns out to be a surprisingly progressive figure for the Unathi.&lt;br /&gt;
&lt;br /&gt;
Though still young, and having much to learn, many believe that she may have a grand future in Dominia’s political scene, thanks to her ability to understand both the needs of her kin and those of the Human population of Dominia, letting her effectively assist the Chief Minister of Unathi Affairs in his tasks. Some even theorize that she could be the one to take Kasz’s role when the time to replace the old Han’san would come, something that neither he nor Zukri herself has commented on.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Queendom_of_Sezk-Hakh&amp;diff=38604</id>
		<title>The Queendom of Sezk-Hakh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Queendom_of_Sezk-Hakh&amp;diff=38604"/>
		<updated>2026-02-23T23:10:58Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:QueendomFlag.png|thumb|The Queendom&#039;s Flag. ]]&lt;br /&gt;
Situated across [[Moghes]]’ eastern hemisphere, within the Tzuszah Wastes, the Queendom of Sezk-Hakh has managed to thrive somewhat, isolated from the ires of the Izweski Hegemony thanks to the extensive, growing [[The Wasteland|Wasteland]]. Led by the elderly Queen Lazak Szek’Hakh alongside her daughters, Zasza and Tzansa. Though the [[The Wasteland|Wasteland]] has made resources within the previously lush region somewhat scarce, the Queendom manages to teeter between thriving and surviving thanks to the extensive aquaculture industry that exists within the capital of Yu’kal – expanded upon by Queen Lazak following the death of her husband during the [[Unathi History|Contact War]], a nuclear cataclysm that engulfed [[Moghes]] as a result of tension between the Traditionalist Coalition, an alliance between city-states that managed to avoid the influence of the [[Izweski Nation|Izweski Hegemony]] throughout history, and the self-proclaimed Hegemons of [[Moghes]], the Izweski Clan.&lt;br /&gt;
 &lt;br /&gt;
== Culture &amp;amp; History ==&lt;br /&gt;
&lt;br /&gt;
Those that reside within the Queendom’s influence find themselves having to come to terms with the inverted gender roles – where the patriarchal system of the species has instead been replaced almost entirely by a matriarchal one. However, the result has caused some strife among contemporary Unathi surrounding the region, claiming the Queendom’s existence is an affront to tradition and honour; in particular the [[Unathi Honor|Matriarch’s Code]]. With a majority of both Yu’kal and the surrounding cities having seen more than half of their male population perish as a result of the [[Unathi History|Contact War]], Queen Lazak sought a way to ensure both her and her Clan’s survival. First, by claiming her husband’s title, and secondly by instituting women as protectors of the realm – not merely as warriors, but as those overseeing the survival of the region through advocating for surrounding cities and villages to do the same – citing her own realm’s success as a reasonable method of surviving the all-encompassing Wasteland. &lt;br /&gt;
&lt;br /&gt;
Prior to the [[Unathi History|Contact War]], Yu’kal was a centre of the eastern hemisphere’s aquaculture industry, with the city nestled along the coasts of clustered lakes. It was only after the death of Lord Jzsan Szeh’Hakn, Queen Lazak’s husband, that the realm’s reality shifted, and they were confronted with circumstances that most thought would result in the region’s collapse. However, Queen Lazak took critical steps to maintain her husband’s realm – in particular instituting widespread and extensive reformation of the aquacultural industry, allowing women to be employed as a result of the scarcity of male labourers. Her quick thinking allowed many of the surviving cities to survive those first years, even supplying the distant realm of Mudki. These first crucial steps by Queen Lazak allowed the survival of Yu’kal, and served as a beacon for Clans fleeing their homes as a result of the nuclear cataclysm. Quickly, the foundations of the Queendom began to form. &lt;br /&gt;
&lt;br /&gt;
By the end of the [[Unathi History|Contact War]], the Queendom was a well-established political entity within the Wasteland, with Queen Lazak claiming her husband’s title sometime during the climax of the nuclear cataclysm.  Women soon found themselves in prominent roles across the Queendom, where eventually the gender roles eroded, replaced instead by a system dominated by women – men instead taking the roles thought meant only to be held by women in traditional Unathi custom. Those outside the Queendom’s influence took offence to her success, even sending an assassin after her to ensure her vile customs would fall; which then failed and led to the capture of the assassin and their subsequent exile as a Guwandi. With the attempt foiled, dozens of women stormed the orchestrating noble’s manor, going to far as to challenge the Lord to a duel for honour. Though already accepted by thousands within her realm, this brought publicity to the Queen, allowing her to rise as a public and notable figure in Moghes and the greater Izweski Hegemony. &lt;br /&gt;
&lt;br /&gt;
Queen Lazak now leads the Queendom in a precarious situation, with those aligning themselves to the [[Izweski Nation|Izweski’s]] patriarchal customs calling for her exile due to her vile methods of inverting the traditions of the species, making it harder for the ageing Queen to find allies. Walking a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the [[Izweski Nation|Izweksi Hegemony]], and the other Wasteland factions seeking to make the Queen bow to their authority, only with the coming of the future will the legend of the Queendom see itself either rise or fall.  &lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The majority of the Queendom subscribes to [[Th&#039;akh]], with Yu’kal containing within it a massive temple – easily compared to a cathedral – expressly giving homage to the realm’s alignment to the religion, constructed by Queen Lazak following the [[Unathi History|Contact War]]. Despite the realm’s majority-Th’akh following populace, Queen Lazak has granted asylum to many journeying across the Wasteland regardless of which faith they subscribe to, and until recently even allowed [[Si&#039;akh]] within her realm. However, by attempting to appease the [[Izweski Nation|Izweski Hegemony]] to allow her more time to seek allies, Queen Lazak agreed to the demands of representatives of the Hegemony to publicly denounce the religion and those who choose to follow the religion are disallowed from her realm; however, an open secret of the Queen’s court is that she allows members travelling through the Wasteland to reside within its borders – temporarily. Though the Queendom’s tolerance for other religions is great, [[Aut&#039;akh]] is fiercely denounced and even despised, even by the compassionate Queen. It is not unheard of for those within the confines of her realm that follow the heresy to find their prosthetic augments looted, or proselytisers lynched in the streets. &lt;br /&gt;
&lt;br /&gt;
== Major Cities ==&lt;br /&gt;
===Yu’kal===&lt;br /&gt;
&lt;br /&gt;
The capital of the Queendom, Yu’kal has been reigned over for centuries by Clan Szek-Hakh. It had long been established, even prior to the [[Unathi History|Contact War]], as a major population centre of great importance; mostly owing to trading structured around aquaculture. Though the nuclear cataclysm which [[Moghes]] was plunged into almost destroyed the city, Queen Lazak reigns benevolently to ensure that her people and her husband’s lineage, survive the perilous circumstances they’ve been confronted with. Though initially aligning with the [[Izweski Nation|Izweski Hegemony]] during the outbreak of the Contract War, Yu’kal eventually saw itself shifting to becoming neutral to the conflict as it developed into the foundation of the Queendom. Now, it owes allegiance only to the Queen, and Clan Sezk-Hakh. Its architecture is similar to the other realms that pledged themselves to the [[Unathi History|Traditionalist Coalition]], with the main contrast being the Th’akh Cathedral replacing the town square. It is majority Th’akh. &lt;br /&gt;
&lt;br /&gt;
===Gzusz===&lt;br /&gt;
&lt;br /&gt;
One of the newer cities to join the Queendom, Gzusz has become a refugee haven. On the outskirts of the realm’s eastern border, many from those travelling west initially arrive within the city – greeted by a growing city, which only decades before had a population of less than two-hundred. Though the [[Unathi History|Contact War]] has made it difficult to expand fast enough to accommodate those fleeing the Wasteland, Gzusz still maintains great importance to the Queendom, acting as a “buffer” between the Gawgaryn and Reclaimers against the Queendom. The majority of the newly arrived, in particular women, are inducted into the city’s guards, fighting off those that wish to question the Queendom’s ability to protect iself and its people. The influx of refugees means that Gzusz is rarely without round-the-clock protection. It is split between Sk’akh and Th’akh. It is ruled by Lady Zasza Szek-Hakh, Queen Lazak’s daughter. &lt;br /&gt;
&lt;br /&gt;
===Arch’ozal ===&lt;br /&gt;
&lt;br /&gt;
Named after the [[Th&#039;akh|Th’akh Spirit-God Archozmi]], Arch’ozal prides itself as being keeper and distributor of knowledge. Having sided with the Queendom since its inception, it has become a place of great academic advancements – at least in terms of the Wasteland. Prior to the [[Unathi History|Contact War]], Arch’ozal was the centre of academia within Moghes’ eastern hemisphere; with Clan Ghzakal reigning over it. The destruction brought on by the nuclear war, and the lack of means to sustain itself, Clan Ghzakal fled from the city – leaving it and its populace having to fend for themselves. It was only after the radioactive ashes began to set that Queen Lazak sent emissaries towards the city, eventually persuading them to follow her custom doctrines. She appointed her daughter, Tzansa Szek-Hakh, as Lady-Regent until another woman with a rightful claim to Arch’ozal returned. It is majority Sk’akh, however, the population of Th’akh has slowly been growing over the years.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=38603</id>
		<title>K&#039;lax in the Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=38603"/>
		<updated>2026-02-23T23:10:40Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
== K&#039;lax in the Wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story, two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the necessary components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland in small caravans of three or four atop strange augmented Threshbeasts, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them, and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
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==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Izweski_Nation&amp;diff=38602</id>
		<title>K&#039;lax in the Izweski Nation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Izweski_Nation&amp;diff=38602"/>
		<updated>2026-02-23T23:10:34Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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With the [[Vaurca Hives#The Zo&#039;ra|Zo’ra]] remaining shaky allies to the [[Stellar Corporate Conglomerate]] in [[Tau Ceti]] and the [[Vaurca Hives#The C&#039;thur|C’thur’s]] position as partners to the [[Nralakk Federation]], the [[Vaurca Hives#The K&#039;lax|K’lax]] follow the most radical form of relationship with their benefactors in that they are a vassal to the feudal [[Izweski Nation]]. &lt;br /&gt;
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Vassalization is leagues different from the other forms of partnerships that the other Hives have adopted, and whether or not it benefits Vaurcae or [[Unathi]] more is still up for debate.&lt;br /&gt;
&lt;br /&gt;
==Vaurcae and Loyalty==&lt;br /&gt;
The concept of loyalty is often brought up when in reference to vassalization, and many questions whether or not the K’lax will ever truly be loyal to anything but their own Queen. Vaurcae are raised in [[Virtual Reality]], somewhere that, like the [[Nralakk Federation]] and the [[Republic of Biesel]], the Hegemony has no control. Anything can be taught to young Vaurcae here, and their masters would have no say in it. &lt;br /&gt;
&lt;br /&gt;
To that end, not much is known about how new K’lax are conditioned to operate in this relationship. In most cases, K’lax follow the orders of Hegemony superiors as if they came from one of their own Ta— and to the same standards. Sentiment-wise, a Vaurca typically follows similar beliefs to that of their Brood’s Queen. There have been next to no cases of outcry or disobedience outside of [[Queenless]] broods, leading the Hegemony and the K’lax Hive to warm relations, despite whether the contact is forced or not.&lt;br /&gt;
&lt;br /&gt;
==Living Conditions==&lt;br /&gt;
Most Vaurcae in the Hegemony live on [[Tret]], a planet in [[Uueoa-Esa]] gifted to the K’lax to colonize, and its satellite, Pid. To this extent, living conditions tend to vary in both quality and architecture. Settlements on Tret, are sprawling industrial complexes, whereas Pid is known for its rapidly growing tunnel networks, constructed with adequate flooring, roofing, and ventilation in mind; rooms along with the network functioning as different facilities. As a rule of thumb, the quality tends to go up the closer in proximity the settlement is to a Queen.&lt;br /&gt;
&lt;br /&gt;
In other instances, Vaurca settlements are constructed similarly to towns on [[Moghes]] or [[Ouerea]]. Architecture almost identically similar is common in these settlements with the insides of structures instead resembling rooms on-board the K’lax’s fallen Hiveship in the capital city of Tret, &#039;&#039;&#039;Ksyne&#039;kizar&#039;&#039;&#039;, otherwise known as &#039;&#039;&#039;Kizar’s Crater&#039;&#039;&#039;. Settlements in this example are typically newer than others, as the designs became popular with Ta following urbanization efforts on Ouerea.&lt;br /&gt;
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Outside of Tret, K’lax mostly exist in buildings designated as residences by Hegemony officials, and largely serve the sole purpose of housing Warriors or Workers (separately, never combined) for work details and related duties.&lt;br /&gt;
&lt;br /&gt;
==Bound in the Hegemony==&lt;br /&gt;
Part of the K’lax Hive’s obligations to their masters is the contribution of resources and labor. Bound Vaurca are often sent en masse to fulfill these requests, whether it be removing polluting materials from the Moghesian sea, or mining Tret’s bountiful resources to fund the Izweski Nation’s endeavors. &lt;br /&gt;
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Of all the broods, [[Leto, The Seeker|Leto]] contributes by far the largest number of bound Vaurcae, often to perform agricultural and construction duties on the outskirts of the Untouched Lands. Their expendable nature and high durability mean that they can either survive the harshness of the Wasteland or be cheap enough to replace in the event they cannot.&lt;br /&gt;
&lt;br /&gt;
==K’lax in the Military==&lt;br /&gt;
The K’lax’s role in the Hegemony’s military is derived from their status as a Vassal. For the most part, the K’lax are free to do with their Warriors what they wish, only needing to send them to aid the Hegemony once explicitly requested. Despite this, several K’laxian Vaurca go further, opting to become Kataphract Hopefuls or to enlist in the Hegemony’s military proper.&lt;br /&gt;
&lt;br /&gt;
Vaurca in the Hegemony’s military often assume one of two roles. One is being soldiers, equipped with Glaives and energy weaponry, often in their own formations outside of Unathi battlegroups due to their unique physiology and tactics. &lt;br /&gt;
&lt;br /&gt;
The few warforms the K’lax possess also fall into this category, often being the centerpieces of K’lax formations. Despite being fewer in number, K’lax warforms are formidable, often appearing as hexapod behemoths with artillery pieces integrated into their biology, and steel claws adorning their legs. This makes them optimal for bombarding enemy locations whilst the Warriors surrounding act as bodyguards. &lt;br /&gt;
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The second position K’lax are often found in is the role of an Engineer. From simple firearms to breacher suits, K’lax mechanics work tirelessly to maintain and improve upon the technology of the Hegemony’s military. Typically these jobs are performed by Workers, with a minority of displaced Warriors taking on the trade having not found work elsewhere for one reason or another. &lt;br /&gt;
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==K’lax in the Navy==&lt;br /&gt;
The most notable K’laxian military achievement comes in the form of the 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; fleet. A battlegroup of space-faring vessels under the Cataclysm-Class HMV Annihilation Super-Dreadnought, Captained by &#039;&#039;&#039;Admiral Za’Akaix’Xitac K’lax&#039;&#039;&#039;, a Vaurca from [[Vetju, Iron Queen|Vetju’s brood]]. This fleet is mostly held in reserve, dealing with pirate issues and occasionally jumping at [[The Lii&#039;dra|Lii’dra]] scares, mostly due to [[Vedhra, Princess of Configurations|Vedhra’s]] paranoia. &lt;br /&gt;
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While the K’lax Admiral is a considerable show of power, especially in the eyes of the Zo’ra, command of the fleet still falls under the Hegemon, and not the K’laxian Queens. This conflict of interests is often brought up in calls for the removal of the Admiral from the Navy structure, as it could potentially be catastrophic in the albeit unlikely event the K’lax would rebel.&lt;br /&gt;
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==K’lax Kataphracts==&lt;br /&gt;
The [[Izweski Nation#Feudalism|Kataphracts]] are an ancient class of warriors recently revived by &#039;&#039;&#039;Not’zar Izweski&#039;&#039;&#039;, the current Hegemon. They are hardened fighters known for keeping to a very strict Warrior’s Code of Honor, traveling to distant places in search of adventure to keep up their reputation as brave and stalwart combatants. &lt;br /&gt;
&lt;br /&gt;
In recent years, the number of K’laxan Kataphracts has been on the rise. Though these individuals are limited by the structure of the Kataphracts, being stuck in the low position of Kataphract Hopeful for what seems like infinity. K’lax hopefuls often struggle to understand the sense of honor their Sinta comrades possess, following the rules but not knowing the logic behind them without a significant amount of experience as one. &lt;br /&gt;
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Despite their lack of understanding, K’lax hopefuls are typically seen in a positive light by Hegemony citizens and are viewed as honorable warriors all the same. Until called upon to fight, a substantial number of hopefuls find employment in locations across the [[The Orion Spur|Orion Spur]], notably Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
==The Mi’kuetz==&lt;br /&gt;
The [[Queenless#Mi’kuetz|Mi’kuetz]] are a band of Queenless Vaurca that roam the wastelands of Moghes, living a nomadic lifestyle and occasionally being hired by the Hegemony to perform jobs that Sinta cannot. They are recognized as being a part of the K’lax Hive and even maintain warm relations with them, often being sought out by scholars and archivists looking for information about Moghes. &lt;br /&gt;
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The Mi’kuetz are well adapted to life in the [[The Wasteland|Wasteland]], being much more tolerant to the harsh weather and terrain than most. They have also developed large Bound lifeforms to suit their nomadic lifestyle, serving as gargantuan pack animals of sorts. &lt;br /&gt;
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Whilst the Mi’kuetz maintain a positive relationship with their Hive and the Izweski, they have a near hostile relationship with just about every other faction in the Wastelands, finding conflict with the [[Aut&#039;akh|Aut’akh]] in particular. &lt;br /&gt;
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More information about the Mi’kuetz can be found [[The Wasteland#The Mi&#039;kuetz|here]].&lt;br /&gt;
&lt;br /&gt;
==The Yiaa’mak’tzut==&lt;br /&gt;
Although not as prominent as the Mi’kuetz, part of the Yiaa diaspora can be found within the Aut’akh of Moghes. They are not recognized as part of the K’lax Hive and thus are often undocumented. The Yiaa endorse this isolation, and some hive-cells are known to act hostile towards strangers, particularly other Vaurcae. In a short span, they have become subject to various folk legends due to their eccentric behavior.&lt;br /&gt;
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More information about the Yiaa’mak’tzut can be found [[Queenless#Yiaa’mak’tzut|here]].&lt;br /&gt;
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==The Queens and Feudalism==&lt;br /&gt;
Despite their title as Queens, the place of K’lax representatives in the Izweski Hegemony’s Feudal structure is similar to that of Lords, with [[Zkaii, The Sleepwalker|High Queen Zkaii]] being the Overlord of Tret. &lt;br /&gt;
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Under this system, the Ta among the K’lax population are the closest analog to the Nobility that can be made. The land they ‘own’ is typically the settlements on Tret they are assigned to oversee. In the event of multiple Ta in one settlement, the area is divided amongst them. While they technically own this land, it is often treated and seen as, the Queens owning all of it and having the final say. &lt;br /&gt;
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Warriors of the K’lax hive often do not enjoy the same pleasures Sinta warriors do, as they are vast in number and don’t fit well into the Feudal structure. Most Sinta see K’lax warriors on par with the peasantry, alongside the workers. As of right now, there are very few guildsmen amongst the Vaurcae. This is due to the Queens preferring to trade resources with the Hegemony directly rather than buy and sell from the rest of the Galaxy. The one exception to this is a small number of merchants from Leto’s brood, as they attempt to search for historical items in exchange for goods.&lt;br /&gt;
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=== Ta Consulars ===&lt;br /&gt;
Breeders have recently begun to be given permission to act in an auxiliary role as Hegemony diplomats in locations where they are sent due to their status as nobility. This means that, whilst they are still primarily representatives of the K&#039;lax Hive, they may also manage and approve paperwork for the Izweski and handle other Consular affairs such as providing consultations, and assisting Hegemony citizens abroad. This announcement came with no small bit of controversy, with many Sinta denouncing the concept of allowing aliens to represent them altogether. &lt;br /&gt;
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==K’lax Citizenship==&lt;br /&gt;
Much like Unathi, K’lax are considered citizens and have the same rights and obligations, with some key differences. For both Bound and Unbound of all castes, they [[Unathi#Non-Izweski Unathi|require the consent of their Lord to travel to the greater galaxy]]. The Hive Queens are legally considered Lords of Tret, and the Tas in charge of hive-cells are considered Clan Leaders. In the case of Mi’kuetz requesting to leave Hegemony territory, the consent must come from High Queen Zkaii. The process for all Vaurcae, however, is similar in that individual Tas will raise these matters to the Queens for them to approve.&lt;br /&gt;
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Although the Mi’kuetz are tolerated within the Wastelands, for most Vaurcae traveling to Moghes or Ourea requires a special permit, often understood as a ‘work visa’, by the Unathite Clan Lord of their territory to settle. This measure was placed to contain Vaurcae in Tret, in order to prevent k’ois outbreaks in Unathi-dominated territories.&lt;br /&gt;
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Though Hegemony law technically allows for Vaurcae to become Guwan, this in practice never happens, and instead, those deemed defective by the Hive are either culled or voided with impunity.&lt;br /&gt;
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==Queens and the Government==&lt;br /&gt;
The Queens of the K’lax Hive are divided in their opinions towards their Status as a Vassal. Some are extremely positive towards the Izweski Nation and make it a point to further relations, while others are less content with being under someone that is not their High Queen, instead preferring a truly independent K’lax Hive, with no benefactors, or to at least reunite with the Zo’ra. &lt;br /&gt;
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High Queen Zkaii maintains a warm attitude towards the Hegemony, being the Overlord of Tret. Of the K’laxan Kataphracts, the largest number are from Zkaii’s brood, hoping to act as the face of the K’lax Hive to the galaxy at large. In addition to this, the concept of the Mother Dream is a topic the [[Sk&#039;akh|Sk’akh Church]] have taken note of, seeing some parallels in both religions in that Mother K’lax herself could be interpreted as Sk’akh. A small [[Vaurca Religion#Mother Dream|Mother Dream]] priesthood has developed in Zkaii’s brood as a result of this. &lt;br /&gt;
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Vetju, often seen as the opposite of Zkaii, resents the Hive’s relationship as a Vassal, despite seeing the reasoning as sound. To her, the K’lax can never prosper, and it never will under anyone’s rule but their own. To this end, Vetju holds a much more intense hatred of the Zo’ra, seeing similar issues on top of the injuries Vetju has sustained at their claws. Despite Vetju’s opinion of the vassalization, she makes no attempt to undermine it (though her spawn tends to be rather vocal about their dissent at times), and there is even a Vetju-born Admiral commanding one of the Hegemony’s fleets.&lt;br /&gt;
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Leto has, by far, the largest population of workers out of all K’lax broods, and thus most work involving hard labour, agriculture, and terraforming the Hegemony requires will be requested from Leto rather than the other broods. This has led to a positive relationship between the two, with most being able to find jobs and the Izweski getting all of the labour they could need readily. &lt;br /&gt;
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Vedhra has an outlook that can only be described as neutral when it comes to the Hegemony. This is largely due to their feverish hunting of the Lii’dra scourge, with most of the the brood’s actual contributions coming in the form of weapons research. Many Sinta find Vedhra’s spawn to be distasteful due to the excessive augmentation they often possess, and also find conflict in religion as Preimmenence can clash with Unathi faiths. Most of Vedhra’s offers to “perfect” the Unathi’s biology has been rejected by the Hegemony.&lt;br /&gt;
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[[Tupii, The Surrogate Queen|Tupii]], the newest Queen, is one of the most supportive voices behind the Vassalage. Knowing that separating from the Hegemony is currently futile, Tupii has worked with her benefactors in the hopes of revitalizing the K’lax brood. The extent Tupii’s brood can actually contribute to the Izweski is fairly limited due to their diminished size and authority, but this is gradually changing for the better.&lt;br /&gt;
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==Hephaestus Industries==&lt;br /&gt;
[[Hephaestus Industries]] has a large impact on the Izweski Hegemony, and the K’lax are no exception. The megacorporation finds keen interest in the activities of the K’lax, seeing them as relentless workers that are invaluable when it comes to cheap, hazardous labour. &lt;br /&gt;
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To that end, the K’lax and Hephaestus have made great strides in constructing a working relationship, with an Orbital Factory above Tret being constructed and operated almost entirely by Vaurca personnel, as well as swathes of Vaurcae being employed in mining and engineering jobs across parts of the galaxy Hephaestus has influence over.&lt;br /&gt;
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==Gene Clinics== &lt;br /&gt;
Constructed in 2460, the K&#039;laxian gene clinics are facilities that provide free treatment to Unathi suffering from radiation related birth-defects and other genetic afflictions. The gene clinics are situated in the nine largest cities on Moghes and were erected by the K&#039;lax Hive as part of their contribution to terraforming and restoring the former lush planet. Due to Hegemony laws surrounding land ownership and business, the facilities are run through the Tretian Medical Guild, which was established by the K&#039;lax Hive for the clinics and is completely supplied with pharmaceuticals manufactured on Tret. They are staffed primarily by Hegemony medical officials with heavy K&#039;lax oversight due to the complicated nature of their work. Since their original establishment, the number of gene clinics throughout the planet has been steadily increasing, leading to a noticeable decline in preventable deaths and an increased life expectancy in many urban areas. Despite this, they face heavy skepticism from a majority of the population, who vastly prefer to trust traditional medicinal solutions. Many of the patients within clinics are modernized urban nobility, or Sinta who have no other options left to them and wait-times for the facilities in more populated locations can be extremely long depending on the measured severity of the issue. Unathi nobles and notable guildmembers are given priority to bypass these waiting lists. &lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
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[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=38601</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=38601"/>
		<updated>2026-02-23T23:10:28Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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== Overview ==&lt;br /&gt;
From the humble smuggler, carrying exotic and illicit goods from one place to another; to the brash marauder, pillaging and plundering vessels for their riches; to the brave explorer, searching for a destroyed vessel of lost treasures and their future love amongst the cosmos— Unathi piracy is as vast a topic as the stars they traverse. The concepts of combat and seeking glory through conflict are not new to Unathi; however, they are traditionally coupled with honor and righteousness. Piracy comes about when a Unathi forsakes their honor for a life of adventure and intrigue. Despite their shady backgrounds, a pirate’s skill on a ship is renowned as it is sink or swim for these Unathi, and as a result, those that have left the life of a pirate behind— whatever reason that may be, they can be found in the most unlikely of places.&lt;br /&gt;
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The life of a pirate for Unathi is not unlike that of life for most pirates in the Spur. However, some things about them remain unique, such as their willingness to gather and share tales over a drink, a disdain for their homeland, and an almost unique view of religion and society as a whole. Their crews are open to anyone who wishes to join, and anyone who feels rejected by their upbringing and seeks a life of adventure finds a good home among Unathi vessels.&lt;br /&gt;
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Unathi captains often do not start with their own ships; stealing them when opportune, buying them, making them from parts and with teamwork, or even renting them in the most bizarre of circumstances are all ways in which these lawless vessels come about. The recent chaos of the Phoron Shortage and the Solarian split into several states vying for power has led to a greater proliferation of pirates and the formation of new crews among the seas of space in the Spur.&lt;br /&gt;
&lt;br /&gt;
== Pirate Marks ==&lt;br /&gt;
The &#039;Pirate Marks&#039; refer to not only a person&#039;s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one&#039;s occupation. There exists a wide selection of those that call themselves pirates and no two crews will really look the same.&lt;br /&gt;
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&#039;&#039;&#039;Recruits&#039;&#039;&#039; into the pirate life are not restricted. In fact, most pirates are the rejects of society; those that didn&#039;t find [[Aut&#039;akh]] enticing, felt restricted in the current climate of the [[Izweski Nation|Izweski Hegemony]] and Unathi culture, or were criminals or Guwan were found among pirate crews without much discrimination or thought to their presence. Holdover ideals and beliefs of prior society may be found, especially if someone finds out a Unathi was a Guwan, but they are otherwise met in good company and accepted. A person&#039;s gender, sexuality, religion, and previous status— rarely have any bearing on someone&#039;s new life as a pirate. Traditionalists make up the largest group of space piracy, followed next by Hegemony peasants and undesirables, then warriors, and finally, nobles. Interestingly enough, Aut&#039;akh are impossibly rare due to their dispassion for violence, despite the breed of pirate that focuses more on exploring the unknown.&lt;br /&gt;
&lt;br /&gt;
New recruits have an interim period of a fourth of a galactic year or three months. During this, they earn half a share that a normal crew member would earn, their drinking is always rationed, and they are always delegated to the most menial labor aboard the vessel. However, if they survive this interim period (quite literally for some), they are given the remaining shares they would have earned were they a full member of the crew, and there is a celebration in their honor.&lt;br /&gt;
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&#039;&#039;&#039;Taking slaves&#039;&#039;&#039; is a concept that is perhaps the most scorned by folks universally; Unathi that have won a conflict sometimes take slaves, where food and supplies are high, in order to have labor attended to. This is in the form of untrained labor, but also any specialists that may come in handy, such as those that know ship engineering, hydroponics, research and development, or other valuable skills on a vessel. From this, most non-Unathi pirates join their crews; most slaves often find themselves willingly offering their service if it would mean no longer being a slave. This is typically allowed if a slave can be proven useful. Rarely, a crew may take slaves permanently. Once a slave has been in service, around a month or some odd weeks, they are let go at the next dock with a laser pistol, a meager share of spoils (a fifth of a crew member&#039;s share on average), fresh clothes, and information on a route back to a country of their choosing, if a captain or quartermaster is knowledgeable about space travel.&lt;br /&gt;
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&#039;&#039;&#039;Raiding&#039;&#039;&#039; is the most popular form of piracy among Unathi. Whether pillaging ships, landing on small colonies, or fighting &#039;tyranny&#039;— in whatever forms it may take, as opinionated as those may be— it remains the most lucrative and rewarding trade. The acquisition of goods through immoral means is then distributed across space to whoever delivers the most profit and requires the least costs of travel to get to. Warlords of the [[Sol Alliance|Solarian Alliance]], desperate colonies in the Deep Frontier, and the pits of [[Ouerea]] remain the most prominent locations among the wider Spur. Due to their proficiency in combat compared to other kinds of pirates, these also offer their services as &#039;&#039;&#039;rogue mercenaries&#039;&#039;&#039; that aren&#039;t afraid to get their claws dirty. It is for this reason that they come in handy as additional vessels to pad out an assault for warlords in their conflicts with each other or to perform tasks on their behest. The non-affiliated nature of these ships makes them a unique asset, in that they can avoid the heat official fleets of Sol receive when passing through enemy territory, though their status as pirates will always leave some threat of capture or being shot down. Whether due to a discriminatory view on Unathi and their use as disposable fodder or a tactical move to bring an undervalued asset into the fold, raiders, as well as other pirates, have become increasingly common in Solarian [[Human Wildlands|Wildlands]] space.&lt;br /&gt;
[[File:Varizflag.png|thumb|right|A common pirate flag for Unathi. Depictions of Unathi skulls or heads and axes are particularly common.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn&#039;t for engaging ships, stations, and cities. Taking a portion of supplies and leaving those that surrender unharmed is common, and it is more common to leave a vessel operable and temporarily or permanently disable its defenses. This is to reap supplies that may be destroyed or devalued by being exposed to space, such as sensitive materials, food, supplies, and machinery. A rare few will destroy and plunder as they see fit whenever they are high on necessities, and a scrapped ship is easier to gather supplies from than an operable one with a full crew. Some still will kill an entire crew and sell their ship in deep space to colonies outside of the greater galactic community as verifying a license would be harder out there; alternatively, these ships are retrofitted and added to their own fleet. Raiders have the most specialists among them on average, as making value out of junk, creating or modifying weaponry and defenses, and ultimately understanding technology make for extremely valuable assets in fights against other vessels.&lt;br /&gt;
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&#039;&#039;&#039;Smuggling&#039;&#039;&#039; is a lucrative activity and, even for those that do not premiere in this trade, it remains common among Unathi pirates as a way to make credits on the side. The premise is simple: illegal or regulated goods, such as firearms, drugs, illegal modifications or prosthetics, organs, combat synthetics, and, very rarely, sentient slaves all make for a valuable line of profit. Smuggling relies less on combat and conflict, but on knowledge and charisma. It takes knowledge to know the markets and what can be valuable somewhere, in some corner of the galaxy, and charisma to make connections with those that know what a Unathi may not. Though it makes less than raiding on average, a very successful smuggler can often retire early with their crew and live a luxurious life, something that all smugglers aspire for. It is a trade that rewards, when someone is successful though, punishes when a crew fails.&lt;br /&gt;
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Ironically, these crews are the most immoral; even though they rarely kill or attack other crews, due to the contents of what they smuggle, they are frowned upon by nearly everyone looking at this subculture. Unathi smugglers remain as a mirror to the megacorporations, though while Unathi merely defy the law, megacorps took to manipulating it in their favor through their own dishonor— or so most smuggler captains proudly claim.&lt;br /&gt;
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&#039;&#039;&#039;Exploring&#039;&#039;&#039; the unknowns and farthest reaches of space is the most mystical and romantic aspect of piracy for Unathi, whether for their own curiosity of the unknown, wishing to redeem themselves to their clan, to take payment from groups like NanoTrasen who don&#039;t wish to risk their own resources, or merely looking for treasure on the fringes of civilization. This is the focus of those that see piracy as a novelty or adventure, and to this end, pirate groups that focus on exploration and adventuring reliably recruit burgeoning warriors, merchants seeking new riches and trades to make for profit, and even peasants who wish for more. This remains the least common form of piracy and crutches on raiding other pirates and smuggling less immoral goods in order to get by. Rarely do these crews make it big, though some fortunate enough to find treasures like tiny phoron deposits or exoplanets with other notable resources can make good credits off of them.&lt;br /&gt;
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Of course, the risks of deep space are just as perilous. Those that stray too far outside of civilization can become lost, with other explorers coming across ships full of withered supplies and skeleton corpses. Some ships go missing entirely, and rumors circulate that monstrous space fauna bigger than space whales puncture and bite into ships, that Lii&#039;dra slowly fold more stray vessels into their hive-minded army, and Bluespace horrors linger in the darkness between the stars. Equally unfounded rumors are those of famous pirates that have since perished having buried their treasure just outside of civilized space in a spot on star charts that require riddles and clues to locate. This remains an exciting aspect of the explorer&#039;s life: adventure, the romance of the new lifestyle, and charting the unknown.&lt;br /&gt;
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=== Ranks ===&lt;br /&gt;
Captains found and lead ships. Their way of leading a Unathi pirate crew is similar to those that humans run; however, mutiny remains rare, even in the direst straits, and crews are likely to be loyal. It is only when there is a major betrayal or failure that a crew elects to mutiny. Captains are usually men, though it&#039;s not unheard of for a woman to become a captain. The most successful of them become leaders of a Fang Clan, or a pirate fleet. Fang Captains are highly elusive and successfully evade capture due to residing in deep space.&lt;br /&gt;
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Quartermasters solve disputes on behalf of the captain, keep track of supplies and stocks, and is generally the one responsible for the happiness and well-being of the crew. They are also typically the spiritual leaders of a ship if there is no ship shaman and a liaison between the captain and the crew. A ship&#039;s quartermaster has so many tasks that it isn&#039;t uncommon for them to recruit officers to help in their duties.&lt;br /&gt;
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Ship shamans are as the name implies, though they have a working knowledge of non-Unathi religions in order to perform basic rites for those following them among a crew. The most common ones to know are those for funeral rites, followed by basic ceremonies.&lt;br /&gt;
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Vesselhides are a ship&#039;s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel&#039;s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain&#039;s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel&#039;s weapons and defensive systems, as well as the ones to lead boarding parties and repel hostile parties.&lt;br /&gt;
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Officers are any that have been appointed to the position of assistant to one of the previous roles, such as a gunner&#039;s right hand or a vesselhide&#039;s engineer. They are also next in line to seize the position above them, should their commanding officer perish due to disease or conflict.&lt;br /&gt;
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== Lifestyle ==&lt;br /&gt;
Pirates in the modern era are faced with more pastimes than ever before. The rigging of ships, adjusting sails, cleaning, cooking, and other processes are greatly streamlined by technology. As a result, hobbies are common among the crew where it was previously nearly and nigh impossible. Learning additional trades, such as someone learning under a vesselhide to become an engineer, is common, but so is arts like music, drawing, and sculpture from metal and wood scrap. Ships have a communal sense of clansmanship that is unlike any other group outside of a real clan. A good crew can be a found family for those that feel they are outsiders to society. Group games and less spacious sports are common with gambling for sport being the most popular. Though it is strictly forbidden to wager shares and credits, pirates will substitute these with daily chores for the next days or weeks, unique positions, and sometimes created works like clothes and weapons. It makes the activity simulate gambling as best as possible, to the disdain of quartermasters and ship shamans.&lt;br /&gt;
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Drinking and merriment are ostensibly common. Without the restrictions of society, crews freely mingle as they like, feast wherever possible, and are raucous with their fun and festivities. It is common to celebrate as if it were your last festival, whatever the object of celebration is. These can be a successful haul or raid, welcoming a new member or members of the crew, or simply celebrating for the sake of raising spirits and morale due to long months of hard work or little reward, or both. It can lead to incidents like fights or gossip about odd couples, but celebrations are seen as a time to forgive and forget, with any lesser conflicts being handwaved during these times.&lt;br /&gt;
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An odd thing some crews take to if they have the resources is animal husbandry and shepherding. It remains rewarding to keep Moghean livestock. Cows and chickens are also kept on board for their milk and eggs, and this activity also keeps meals more interesting outside of fish. Manure and extrament are recycled into aquaponics to tend to the fish and the plants that are ground into feed for both. Sometimes even exotic cargo like space carp and space sharks are taken, caged with energy cells, and then bred or harvested for materials. They can even be tamed by aggressive and domineering pirates, but this remains unreplicated by even expert xenobiologists. Most of this is owed to [[Dionae]] on pirate crews that help to connect with xenofauna through taking blood and a slow and patient process of domestication. It takes fine-tuning and a lot of practice (and some convincing of the relevant ship command) to get going, yet the strange animals outside of and within the Hegemony remain fascinating and fun to learn about for some pirates.&lt;br /&gt;
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A life adrift in space presents many challenges and problems that haven&#039;t been issues since the time of sailors on the sea. For starters, a person&#039;s livelihood is their vessel; should it sink for any reason, a pirate is especially put at a disadvantage compared to most because they would have no home to return to— if they survive the ordeal. Escape pods act as lifeboats in the modern space age, but even these only increase survivability for a few days before a lack of oxygen and supplies can spell doom for those trapped in them. Secondly, provisions of food to prevent illness are also an issue. While liver can help ease issues with scurvy, the lack of healthy sunlight remains a constant to tackle, and especially in human space, liver can be hard to come by due to its unpopular use in cuisine abroad. Navigation by hand can be nearly impossible without the proper tools and supplies. Even with it, doing it by hand is strenuous, meaning that, should a crew be bereft of navigation AI for whatever reason— malfunction, battle, degradation— a ship can easily become stranded. Backup navigation AI personalities are expensive, and calculating Bluespace jumps and space navigation by hand takes time and instruction that most crews don&#039;t have access to.&lt;br /&gt;
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=== Religion and Beliefs ===&lt;br /&gt;
Religion is an interesting place among these outlaws. The traditional forms of worship are common, but a majority of pirates convert to a form of [[Th&#039;akh]] called Sik&#039;amakh Th&#039;akh. It is found not only among pirates but anyone that sees raiding and pillaging as a means of living and surviving and those that do not respect or have allegiance to any material power, like a nation or corporation. While it can be found elsewhere, it is a rare oddity to see it in more civilized areas, like the Hegemony. To these Th&#039;akhists, the Scythes of Sik&#039;amakh are the natural order of things in the Spirit World. Committing to no ideals, this event— not a spirit-god, notably, even if it has the power of one— is something that follows in the wake of both artificial and natural disasters like war, earthquakes, hurricanes, nuclear fallout, and other disasters. The Scythes of Sik&#039;amakh take these souls that suffer a premature death to the Realm of Spirits for their collective of hunters. Those that die naturally continue in the reincarnation process, and those that serve the hunters long enough may choose to either stay with these hunters or reincarnate themselves. Sik&#039;amakh is seen as a spirit-god of sorts, but only because their combined power in their hunts acts more like a force of nature than as an actual spirit-god. It is recognized uniquely among other religions as being the culling of life, to prevent it from choking out other forms of life and killing itself off in the process. Natural disasters especially are revered due to this, and artificial calamities like war and destruction at the hands of mortals are considered the influence of reincarnated hunters on the Material.&lt;br /&gt;
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The Unathi worshipers of Sik&#039;amakh Th&#039;akh and even those that are not religious (and remain superstitious) give offerings to the Scythes in an attempt to stave off ruin that besets its worshipers; warriors, pilots, and other Unathi in high-risk positions do this to ensure they do not suffer a premature death. Common offerings include traditional sacrifices, such as offerings of worth to someone, but also can be ritualistic killings of livestock and animals before making use of every single part of the animal. This shows the Scythes that there is respect for life wherever it is found and that no waste is left in the wake of a creature&#039;s demise.&lt;br /&gt;
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Skepticism and superstitions, like with Unathi in general, are core parts of the everyday life of pirates. The common belief is that a space whale is viewed as good fortune in endeavors, while space carp and sharks, especially those that are dispatched swiftly are a sign of victory in battles to come. Drawn on by influence from Skrellian crews and occasional pirates, some space-bound Unathi take to looking at the stars and planets of systems they pass for signs of omens to come. Meteor showers while docked at port, similar to solar flares and electrical storms, are all omens of disaster, though the specifics of these disasters vary from crew to crew. &lt;br /&gt;
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Honor, or the lack thereof, is an interesting concept among pirates. Their codes and policies often are created by the captain of the ship, and the crew must agree to take the pirate pledge to belong on the vessel. Despite this, it is not truly considered honor, but more like a set of laws that bind them all. Real honor for each Sinta aboard a pirate vessel varies, with some having honor, not unlike their previous ideals from Moghes, and others having none at all. It is seen as being honorable to follow the code of the captain and respect your fellow Unathi, but otherwise, the idea of honor is personable and varies between each person. Almost always different from traditional honor, it is tweaked to include a Unathi&#039;s own ideals and beliefs, especially those that might have made them an outsider from Unathi society in the first place.&lt;br /&gt;
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Prosthetics and augments are not forbidden and don&#039;t carry the same taboos as they do in traditional Unathi culture. Here, those that don&#039;t enjoy the Aut&#039;akh yet require major augmentation can find refuge among others like them that don&#039;t face scorn or hostility for their position. It is not a perfect culture free of discrimination, but it is much more tolerant of outside ideas.&lt;br /&gt;
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=== Portside ===&lt;br /&gt;
Moving to port provides relief from being trapped indoors and is a chance to mingle with those outside of the crew. Porting occurs rarely outside of larger cities and planets, though with forged documents, they can find shelter in these larger populations. Pirate faces are rarely recognized unless rather infamous, so if a ship can remain hidden, a crew is free to go planetside and recoup from weeks in space. This is the only notable way any of the crew can acquire their own possessions with their shares of spoils and engage in vices like heavier drinking, real gambling, drugs, and other mature endeavors.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|A refitted ship going through space.]]&lt;br /&gt;
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The captain and quartermaster are usually at the hip when off-ship. They have the dual purpose of managing the shares for the ship&#039;s supplies as well as finding new recruits or leads on new work. It becomes paramount to always have an intake of new pirates as a majority of potential candidates leave before their interim period is over, and the crew constantly are under threat of death due to various reasons.&lt;br /&gt;
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Ship shamans stay aboard in lieu of other commanders and are de facto in charge while the quartermaster and captain are out. When they do have the chance to leave, they pursue their own interests and have no responsibilities to follow. However, it isn&#039;t uncommon for them to collect books and resources about religion, not just their own.&lt;br /&gt;
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Vesselhides and gunners scope out shops for repairing major ship systems that are within budget. They then recommend these locations to the captain and quartermaster for repairs and refueling at the captain&#039;s discrepancy. Sometimes, if times are good, these commanding officers may also recommend new or upgraded systems to make their vessel more formidable. They otherwise tend to their own interests.&lt;br /&gt;
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=== Glorywright Pledge ===&lt;br /&gt;
This is the code of the Glorywright Fang Clan, led by former Fang Captain Variz Smokescale. Variz made the otherwise uncommon name more common among the latest generation of Unathi due to his infamy.&lt;br /&gt;
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&#039;&#039;&#039;I.&#039;&#039;&#039; &amp;quot;Every Sinta to have purchase of a vote in the affairs of immediate passions; there to be among them equal claim to fresh meat, and strong xuizi, regardless of the time acquired, for the purposes of pastime. Retrenchment comes in scarcity, and free drinking to be limited on these occasions.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;II.&#039;&#039;&#039; &amp;quot;To desert a vessel, its crew, and their boarding in battle, to be punished with death or marooning.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;III.&#039;&#039;&#039; &amp;quot;No clawing each other aboard, but in the presence of an appropriate Captain&#039;s Claw. Grievous maiming to be taken rockside.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IV.&#039;&#039;&#039; &amp;quot;The lights and candles to be put out by twenty-one hundred on the ship clock: if any of the crew after the hour for drinking, they were to do it on the open deck.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;V.&#039;&#039;&#039; &amp;quot;Keep their claws, cannons, and cleaves clean and fit for service.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VI.&#039;&#039;&#039; &amp;quot;No hatchlings to be allowed amongst them.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VII.&#039;&#039;&#039; &amp;quot;Proper equipment to be bought, or requisitioned by the Quartermaster, such as suits for spacewalking, tools for their respective title, clothes for their person; every Sinta to be called fairly in turn, by list, for spoils. If they defrauded the company to the value of a credit in plate, jewels, or materials, marooning to be their punishment. If the robbery was held between one another, they were to contend themselves with snipping the tail, charring the horns, slitting the frills, and sending them rockside, not in an uninhabited place, but somewhere, where to encounter hardships.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VIII.&#039;&#039;&#039; &amp;quot;No Sinta to talk of departing from or disbanding the company until everyone was paid an order of one hundred thousand credits. In the event of crippling in service, they were to be paid eighty-thousand credits and surplus for lesser hurts, proportionately, out of the public stock.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IX.&#039;&#039;&#039; &amp;quot;Games to be played for pastime, not profit.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;X.&#039;&#039;&#039; &amp;quot;The Captain to receive two shares of spoils: the quartermaster, vesselhide, and gunners, one share and a half, and other Claws one and a quarter.&amp;quot;&lt;br /&gt;
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=== Star Code ===&lt;br /&gt;
While not as developed as the pirate pledges, the Star Code remains a staple when it comes to the interaction of other vessels, pirate or otherwise. Being too long to summarize in the words of any true pirate, the following ideas summarize its principles and tenets.&lt;br /&gt;
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* A pirate is not beholden to the laws and policies of an evil entity, like a corporation or nation, that does not respect its members and crew. These are what we stand up against.&lt;br /&gt;
* A pirate holds no regard for a pirate not of their clan, be they friend or foe. Should two pirates find themselves in combat, a party that is surrendering should be treated with mercy and left with enough supplies to make it to the nearest dock— though any true pirate shouldn&#039;t surrender.&lt;br /&gt;
* A pirate should not seize more than half of a vessel&#039;s property if it is unarmed and doesn&#039;t resist capture.&lt;br /&gt;
* A pirate can be held to a temporary truce or ceasefire if a parley is called. Once the parley has ended and one hour has passed, the ceasefire is called off.&lt;br /&gt;
* A pirate can take a hostage and put it up for ransom, provided the hostages are well attended. Killing hostages is discouraged.&lt;br /&gt;
* A pirate should not have aboard a hatchling barring the most extreme situations.&lt;br /&gt;
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== Society ==&lt;br /&gt;
Pirates have little to no collective society outside of Ha&#039;zana. Despite this, they do interact and collaborate, barring attacking each other.&lt;br /&gt;
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The most notable example of this is Ha&#039;zana, the planet hidden from the greater galaxy on the fringes of deep space. It remains an unstated &amp;quot;neutral zone&amp;quot; for any crews that have intense rivalries. Pirates are expected to not attack each others&#039; vessels— though each other in bars and street corners is a different story. This is a result of Ha&#039;zana being home to the families of the various Unathi and their crews. The life of a sailor can lead to unexpected changes, and while a good deal of pirates find love or even begin their journeys in space with a family, the call is too strong for most to ignore. Children are forbidden on nearly every vessel unless the circumstances are dire, resulting in a need to put these families somewhere where they won&#039;t be used against a pirate pillaging and plundering.&lt;br /&gt;
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Fang Captains are the figureheads of &amp;quot;pirate clans,&amp;quot; structures that mimic their lives back on Moghes. While these clans are not traditional by any means, they are what represent a pirate&#039;s newfound family away from home and their blood ties. Grueling experiences, as well as hardship, loss, and sorrow, can make these informal families as tightly knit, if not more so, than the average Unathi clan. These clans are similar to those of [[The Wasteland|the Wasteland]]; they aim not for upholding culture but to maintain survival. As such, emphasis on gender norms and roles is not maintained, and neither is the duty to one&#039;s clan at any cost. Pirates are more likely to call out their fellow sailors for being despicable and dishonorable.&lt;br /&gt;
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There is extreme wariness from captains and officers that are not Unathi due to the reported &#039;lack of honor&#039; among them. When contact between two crews is made, signals with head beams and radio allow for pirates to determine who is friend or foe. It is rare for Unathi to lie and betray each other, even among pirates, so one saying they have honest and peaceful intentions is taken at face value. When there aren&#039;t open hostilities, crews will board each other. They are not friendly, and things are tense and skeptical, but an exchange of information and supplies can occur to collaborate and give each other what they need. On the rare occasion of an alliance or continued contact, there can be a feast between the two crews to simulate the more populated and foreign feel of a hotel and bar.&lt;br /&gt;
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Unathi pirates have a tendency towards flair: impressive displays of skill with a sword or gun; outfits that are colorful and extravagant; grandiose statements and actions, however much they may later impede or hinder the crew later. This is no different with captains between crews and fleets as alliances and rivalries are as much of a political affair as back on Moghes. Pirates refer to the Star Code when it comes to treating other pirates, though most non-Unathi don&#039;t follow this de facto policy.&lt;br /&gt;
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=== Relations ===&lt;br /&gt;
Piracy is condemned across the galaxy by almost every existing nation; despite this, its use remains valuable to struggling powers. &lt;br /&gt;
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When it comes to collaboration, working with local groups results in the most profit for both parties. Notable other entities that Unathi crews work with are [[Skrell]] [[Federation_Crime_and_Resistance#Marauders|Marauders]], working on shipping goods from the other side of civilized space to the Traverse while sending equally important goods back to Ouerea and through other territories with noteworthy Skrell populations. While neither group knows the other&#039;s intimate secrets, their cooperation can make each other&#039;s reaches far wider than they would originally be. Friction still occurs when a marauder crew comes under siege by a more fierce raiding vessel, and the relationship between the Fang Captains and Lu&#039;Vru&#039;qos Xioshi has become strained at times as a result.&lt;br /&gt;
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Since [[Gakal&#039;zaal]] was taken over by the [[Democratic People&#039;s Republic of Adhomai]] in 2462, Unathite pirates have made regular use of the Free Gakal’zaal Station. There, provided they pay the right fees, the pirates are able to access repairs, supplies, and trade with Tajaran smugglers if they so wish. Others bring aid to the fledgling Yizarus Brigade in their fight against the Tajaran forces in control of Gakal&#039;zaal. &lt;br /&gt;
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[[Human Wildlands|The Wildlands]] provide unique opportunities, profits, and dangers that are new to the crews and captains of Unathi outlaws. There is always the option of linking up with any given warlord for opportunistic captains in space (provided the pay is worth it); however, ostensibly, crews are almost always considered criminals, even if they are in friendly space and working with an employer. The only safety pirates find is in Ha&#039;zana, along with whatever tentative alliance they may have with a greater threat among the stars.&lt;br /&gt;
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The Solarian Restoration Front provides the most danger out of the bunch. While criminals, fleets belonging to the Front and its territories have orders to shoot down any vessels engaging in piracy and smuggling, especially any that appear to be of a foreign make and design. This stems from their views on species other than humans but also is an attempt to show strength and domination over their territory. In a similar vein, the Middle Ring Shield Pact and Free Solarian Fleet also have ordered its ranks to destroy pirate vessels; it remains a sweeping declaration and isn&#039;t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact&#039;s military and bureaucracy do have stereotypes formed around Unathi due to pirates and actively encourage their destruction. The FSF merely avoids pirates where possible to avoid any net losses on their part, but whenever there is a clash, they hunt down any vessels that dare cross them.&lt;br /&gt;
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The status quo among most of the Wildlands warlords, surprisingly enough, is to use pirate crews for their various means, despite the means and methods and reasons for this all varying. The League of Independent Corporate-Free Systems, for example, hires crews for their manpower. While there is some shared disdain for the domineering and oppressive nature of the megacorporations andr the neighboring Solarian Restoration Front, the League has only a lukewarm view of the pirates they use to pad their own ranks. True, yes, they remain loyal to them with enough bribery and offers of goods, and are true to their word; unless they reform into something halfway decent, perhaps smuggling essential supplies in lieu of megacorporations doing that work, they will not be met with even tolerance after the warlords disband.&lt;br /&gt;
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The Southern Fleet Administration remains in tatters, and the various ships and captains still around remain vulnerable and on the run. They tend towards hiring various raiders as padded muscle for their diminished fleets, but this is only buying time for the inevitable. Only foolish Unathi sign up for this job, with some even abandoning post due to treatment or the threat of destruction.&lt;br /&gt;
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One of the more interesting cases of pirates finding work in the Wildlands is under the command of the Southern Solarian Military District. It is no secret that the District faces little to no issues with most pirate crews in an almost intense exercise of routing pirate incursions in their territory. What remains questionable and curious enough are the number of vessels that stop at the District&#039;s borders for some time, then are seen heading towards the [[Republic of Biesel]]. These ships make their way back towards the border of the Southern Solarian Military District, only to either head off in their own direction or go back towards the Republic. Some consider these pirates disposable pawns of the District&#039;s game and are likely viewed by the warlord as such, while others speculate they are bribed or blackmailed into coercion. What Admiral Szalai intends with these ships or even has her officers tell them remains unknown, as the captains of jobs are sworn to secrecy, but what is known is that anything the admiral touches remains a thorn in the burgeoning Republic&#039;s side.&lt;br /&gt;
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The Solarian Provisional Government is plagued with worries and woes between the two most powerful figures within it. There is no surprise, then, when some Unathi run &amp;quot;errands&amp;quot; for the provisional governor and the leading admiral to cause problems between each other to vie for power. Admiral Yunso opts to show that stricter military control could help keep the issues with smugglers and raiders at bay, while Governor MacPherson attempts to do the exact opposite by undermining the military to make them look weak and unprepared. It is a political stalemate furthered by the conditions of the region, only creating profit for the true winners: the Unathi crews.&lt;br /&gt;
&lt;br /&gt;
Finally, the Hegemony can be both a terrible enemy and a valuable ally to a Unathi pirate. The intricacies of Unathi piracy are lost to most powers, but the Hegemony, being a nation of Unathi, perfectly understands the possible nuances between individual fleets and even ships. Thus, the Hegemon, while warily, keeps his arms open to the occasional ship that may be looking for a new chance with the Hegemony. These friendly ships, and even at times, fleets, are allowed to stop by Hegemony-owned ports and even land on Moghes. Their crimes, assuming they were not aggravating enough, will be forgiven. In exchange, they are to fight for the Hegemony, bolstering its forces indirectly, much in the same way the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz]] work for the Dominian Empire. These fleets are to follow some strict rules to avoid bringing shame to the Hegemony and are getting in a risky position, possibly earning the ire of some more hostile fleets to the Hegemony, such as Izharshan&#039;s Raiders. Nevertheless, the promise of a new chance with the Hegemony is enough to bring many pirates to swear fealty to the Izweski&#039;s rule. Even then, Many more simply try to avoid trouble, staying out of the Hegemony&#039;s way and trying not to earn its wrath, trying to maintain neutral relations, if not indifference.&lt;br /&gt;
&lt;br /&gt;
=== Reformation ===&lt;br /&gt;
&lt;br /&gt;
Reformation for pirates isn&#039;t impossible, to the surprise of many. With a reliable specialty and knowledge, some engineering and medical staff can receive momentary training and then find work with the likes of [[Hephaestus Industries]] and the [[Nanotrasen Corporation]]. However, these come at the cost of becoming basically indentured labor for a handful of years, winning over little to no free money, decent living space and lifestyle, and a record of their history ignored for the purposes of employment. This is referred to as &#039;sanctioned employment&#039;: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee&#039;s history.&lt;br /&gt;
&lt;br /&gt;
Raiders are the most likely to link up with the [[Private_Military_Contracting_Group#Dagamuir_Freewater_Private_Forces|Dagamuir Freewater Private Forces]] as they keep their arms open to anyone who wishes to join, even criminals. Some relapse and fall back into piracy due to the intense training program, but those that refine themselves for the company provide a refreshing and unique talent to the company that other similar groups may lack.&lt;br /&gt;
&lt;br /&gt;
Of course, if the law does find their new life, these corporations cannot necessarily keep an employee safe, a threat that can loom over former pirates that become too cocky or complacent. Some offer legal changes in names and endorsements when it comes to navigating Biesel&#039;s bureaucratic plaza and gaining citizenship, but this is not a shield from law enforcement or deportation back to the Hegemony if a pirate is caught red-handed. Even worse, nearly every megacorporation keeps this history on file, and it isn&#039;t uncommon for a pirate causing problems to suddenly be discovered and outed to local authorities. Claiming to be a pirate of course is not grounds for arrest; however, should these claims be verified and corroborated by authorities, it can spell bad news for a Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Pirate Names ===&lt;br /&gt;
&lt;br /&gt;
Unathi pirate names, whether they are part of fleets or independent crews, can work differently from typical Sinta names.&lt;br /&gt;
&lt;br /&gt;
==== Clan Or Fleet Names ====&lt;br /&gt;
&lt;br /&gt;
Unathi typically carry their clan names, and if not, are called Guwans. So far from the Hegemony and its culture however, some are free to stray away from this standard. Thus, depending on the ship or fleet, naming convention can be different. Some crew can and choose to keep their previous clan name, either because of habit, or attachment to their previous clan. The more popular option, however, is to take a common name, one shared across the ship or fleet and treating these like proper clans. The name chosen is usually the Captain’s, or Fang Captain’s in the case of entire fleets.&lt;br /&gt;
&lt;br /&gt;
In the case of the main, notable fleets, all members share the name of their Fang Captain (IE: Members of the Tarwa Conglomerate have the Tarwa name, Members of the Iska’s Adventurers Fleet have the Iska name, and so on.) Izharshan Raiders can stray slightly from this rule due to the sheer size of their fleet and great variety of crews under their control.&lt;br /&gt;
&lt;br /&gt;
==== Bloodnames ====&lt;br /&gt;
&lt;br /&gt;
A phenomenon unique to Unathi pirates is Bloodnames, also known to a lesser extent as Battlenames, Shipnames, and so on. Bloodnames are original names that Unathi choose when they do not want to keep their previous clan name, but do not want to adopt another Unathi&#039;s name. These original names usually strive to sound as intimidating or impressive as possible, and generally describe the character of those that carry them in some way. Perhaps the most well known of Bloodnames is none other than Smokescales, of Variz Smokescales Greatfather of Buccaneers; as well as Hammertail, from the Hammertail Smiths, which while not technically pirates often work with them. &lt;br /&gt;
&lt;br /&gt;
Unathi can choose a Bloodname for a variety of reasons. It can be to replace a name they were ashamed of, perhaps their previous clan or simply Guwan, or it can be to hide their real identity and avoid incriminating the rest of their clan, among many other reasons. Either way, Bloodnames can be adopted by individuals or even ship crews and fleets as a whole if their leader took one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Making of a Bloodname&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Bloodnames all stick to a few rules:&lt;br /&gt;
* They are composed of two words put together in a single name.&lt;br /&gt;
* The first word can be either a noun, an adjective, and in some rare cases a verb.&lt;br /&gt;
* The second word is in the large majority of cases a noun.&lt;br /&gt;
&lt;br /&gt;
Finally, these names must be able to represent their holder well, or at very least a trait they could have. For instance, a particularly adroit sinta with a talent for engineering could be called &amp;quot;Sparkfingers&amp;quot;; a Unathi with an especially terrifying presence relying more on cunning than brawn could carry the name of &amp;quot;Dreadmind&amp;quot;, and so on.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Piracy has not much of a history to its name. A mixed back of tall tales and salt-worthy stories, their combined account doesn&#039;t live up to much in the eyes of the modern scholar.&lt;br /&gt;
&lt;br /&gt;
The first acts of stellar piracy, according to some, predate even the first warp-worthy Unathi spacecraft. In 2417, small, primitive spaceships started to spread among the wealthiest clans, the constant flow of ships to bring people and materials flying between Moghes and Ouerea proved to be quite the interesting target to some more adventurous Sinta, and a handful of these Hegemony transports and liners found themselves boarded and raided during a short period of time, until the Hegemony decided the field their first armed ships to escort their more vulnerable one. It is often disputed if such acts were truly the birth of Unathi stellar piracy, with many pointing out that such acts may have not been a pirate’s, but simply forces hostile to the Hegemony only, more part of a war effort (or the prelude of one) than a &amp;quot;proper&amp;quot; criminal or pirate’s action.&lt;br /&gt;
&lt;br /&gt;
However, Unathi pirates rose to prominence during the period leading up to and during the [[Contact War]]. The diaspora of Sinta fleeing Moghes led to the rise in many notable changes to the species&#039; situation as a whole: the population boom of Ouerea, the formation of a modern Dominia with a major Unathi House, a migration to Biesel by displaced or otherwise unhappy peasants. Unathi piracy was one of these fledgling factions, spurred on towards something exciting rather than watching their homeworld fall to ruin.&lt;br /&gt;
&lt;br /&gt;
Piracy started in its earlier forms among Unathi with the species joining the crews of others and learning their ways, such as the various independent human smuggling operations and the Skrellian Marauders. Those that managed to acquire their own ships at the height of the Contact War were among the first pirates to sail the seas of space. Variz, Izharshan, and others learned through trial and error what it meant to be a pirate, what mistakes to avoid, and what tactics and strategies worked best. This time from the 2440s up until 2452 is considered the Visage of Vultures among historians as it marked a time where piracy plagued Hegemony space and was a constant nuisance, with piracy being primarily based and founded on Ouerea due to its lack of power to stop every criminal ring passing through its space. Its end date, 2452, is mostly agreed upon because it is the time when criminal crews had all but vanished from the fledgling colony; what historians didn&#039;t know is around this time was the discovery of Ha&#039;zana. Its discovery proved to be something interesting, though: how are pirates supposed to collaborate? How do they interact?&lt;br /&gt;
&lt;br /&gt;
The question wouldn&#039;t be answered for a few years still, and Variz&#039;s rise to prominence lead to the establishment of piracy as a mainstay form of &#039;employment,&#039; if one so embedded in the society of the Spur could call it that. Tales of his exploits were romanticized and, due to various conditions, a peasant or reject from the Hegemony or society might find themselves gravitating towards this lifestyle and its prospects. Piracy flourished as this question remained. The Koko reed as a product had not even been perfected yet until shortly after the First Order of Fangs was done, after Variz&#039;s sudden death.&lt;br /&gt;
&lt;br /&gt;
Long had Variz advocated for some sort of absolute peace, an area never touched by their conflict-ridden lifestyle, as a means of exchanging tales and conquests, or even warning other pirates of danger. Ha&#039;zana, he argued, offered a perfect place for that, a colony unfound by the rest of the galaxy where they could retire in peace after becoming legends. Other captains and sailors didn&#039;t heed his demands, and while they respected him, they thought the notion foolish and didn&#039;t trust this notorious pirate.&lt;br /&gt;
&lt;br /&gt;
After one of his greatest heists, the Caper of the Crimson Moon in 2453, as his former crew called it— and other pirates proliferated the tale, as they do— the caper was a dashing attempt to steal data, NTbonds, and phoron from a vulnerable transport in the orbit of a Middle Colony planet in the Alliance. He was dashed and warned by his lieutenants not to pursue such a lofty goal, even as far as them saying the intel was likely bogus, but Variz was stubborn and refused to back down from a challenge. The mission started strong before Zavodskoi vessels and soon Hephaestus cruisers were in hot pursuit of the trio of pirate ships. Variz got his crew enough time to find a Bluespace jump to escape as he went down with his ship, blown asunder and lost to the annals of time during a space storm.&lt;br /&gt;
&lt;br /&gt;
It was during a meeting in Iz&#039;iz that the new Fang Captain Iklex Izharshan suggested the Star Code in its earliest form, and with unanimous agreement from other parties on the scene in the wake of Variz&#039;s demise, it was pushed into practice. Ha&#039;zana flourished as a haven for pirates and those wishing to sell to them, and the lucrative product of the Koko reed made for a fascinating product to sell to the outside world. It remains something of a gem that eludes megacorporations like Zeng-Hu Pharmaceuticals and NanoTrasen, a product that they could refine and perfect for selling to even a market wider than just Unathi.&lt;br /&gt;
&lt;br /&gt;
This unwritten history of the pirates, of course, remains unknown to the greater galaxy. It remains a rumor amongst Unathi especially, though it is a grandiose legacy left behind by someone that inspires others to take up the scimitar and follow in Variz&#039;s claw prints. &#039;&#039;&#039;Unathi that don&#039;t know when to shut their snout on the matter are not heard from again. Dead men tell no tales.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ha&#039;zana, Harrow of Fangs ==&lt;br /&gt;
Also known as the Fang Protectorate of Ha&#039;zana officially, the inhabitants are primarily based within four small towns on either side of two of the three primary islands. The planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. It remains a “pirate island,” a den of little to no governance that favors the trade of pirates, like Free Gakal&#039;zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale.&lt;br /&gt;
[[File:Ha&#039;zana.png|thumb|Each town on Ha&#039;zana has its own leadership, but each is subject to the rulership, customs, and laws made by the Circle of Fangs.]]&lt;br /&gt;
&lt;br /&gt;
The Circle of Fangs is a group of Fang Captains that rule Ha&#039;zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz&#039;iz, Galzifrax&#039;s Refuge. Iz&#039;iz is almost entirely anarchy with there being no law enforcement barring the word of law and intimidation from any of the Fangs, as well as public retribution for major crimes like murder. The rest of the towns can be lawless and roguish outside of reprimand and exile for crimes of &#039;decent severity.&#039;&lt;br /&gt;
&lt;br /&gt;
This group of pirate lords dictates norms and decisions for pirates as a whole. They very rarely decide on new additions to the Star Code, if at all, and are complacent to keep running their profits and trades. While they are disjointed and with opposing interests most of the time, it is rumored that joint cooperation under the Fang Captains would lead to the pirate vessels being a decent force to be reckoned with. Of course, this remains a rumor, and one unfounded due to a lack of such coordination ever being recorded.&lt;br /&gt;
&lt;br /&gt;
Fang Captains are not always joined together on Ha&#039;zana, though it remains the most notable hiding spot for them besides their individual hideaways. When there are some together, other pirates can take grievances or problems before them that they deem are important for more powerful figures to know, such as a potential breach of the location to a megacorporation or nearby nation like the Hegemony.&lt;br /&gt;
&lt;br /&gt;
When the planet was taken under the wing of notable pirates, they left Ha&#039;zana to mostly govern itself with the exception of the M&amp;amp;O Guild. The Fang Captains granted the guild a Charter that allowed them to sell their product, Koko bars, to the wider galaxy if they were allowed to proliferate the product, mimicking Hegemonic mercantilism. Now only a select few would have knowledge of how to produce fertile Koko reeds, even though the planet is hidden from wider galactic knowledge. Absconding with this information would be unheard of as the Fang Captains are likely to be ruthless in their hunt for the traitor.&lt;br /&gt;
&lt;br /&gt;
=== Ko&#039;ko Reed ===&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. This tall, green, grass-like plant grows up to seven feet tall. In the past, it thrived in the wet marshlands outside Iz&#039;iz, having evolved to take nutrients from the otherwise toxic byproducts of the algae-contaminated waters. It was discovered by the Unathi colonists that the stalk can be chewed to induce a soothing sense of warmth and comfort, but only to Unathi due to its unique interactions with Unathi physiology. Other species simply taste a sweet, stringy reed.&lt;br /&gt;
&lt;br /&gt;
Cultivation of the Koko reed began immediately, with enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild aggressively exterminating the wild Koko population to ensure they maintained a monopoly on its production. With genetic modification, they were successful in ensuring that all instances of domestic Koko reeds are sterile and unable to flower and produce seeds unless treated under extremely specific circumstances. Their guild soon became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Sometime in the geological past, Ha&#039;zana&#039;s freshwater ocean was overtaken by a massive algae bloom that overtook the entire world, triggering a mass extinction and leaving the water toxic. The four primary large towns on the moon&#039;s surface rely on water treatment that provides potable water that is pumped into reservoirs beneath the towns.&lt;br /&gt;
&lt;br /&gt;
Most inland plant life is dominated by the thick, alien jungles that have evolved to thrive on the toxic rains. It rains at least four times a week in constant showers, and severe storms lash across the planet at least once a month. While not acidic, the rainwater of Ha&#039;zana is not safe to drink. Because of the relatively high humidity, Unathi colonists must take care to ensure their hide and scales are clean or they will develop an extremely embarrassing scale rash.&lt;br /&gt;
&lt;br /&gt;
It takes 12 days and 21 hours for Ha&#039;zana to complete an orbit of its parent gas giant. The locals celebrate this Lunar Solstice with a festival encouraging strangers to give each other gifts.&lt;br /&gt;
The parent gas giant takes 444 days to orbit the star Kaziti. Like Moghes, the population has divided the year into three seasons: Versakh, Kasavakh, and Travakh.&lt;br /&gt;
&lt;br /&gt;
== Notable Pirates and Fleets ==&lt;br /&gt;
The fleet&#039;s identity, and the pirate clan&#039;s, are generally inseparable. Each fleet, beyond trying to survive, follows its ideals and develops its own culture over time, something only contributing to its reputation. This also gives these Unathi pirates a unique sense of unity that is very rarely found in non-Sinta pirate fleets. Unathi, Despite these differences, however, all follow the Star Code in one way or another. There are other pirate fleets and Fang Captains out there, but these are some of the most recognizable in their region and expertise.&lt;br /&gt;
&lt;br /&gt;
=== Variz Smokescale, Greatfather of Buccaneers ===&lt;br /&gt;
Former captain of the Glorywright and its clan, Variz was the first pirate to gain infamy. While Izharshan gained the reputation of being the oldest and most powerful clan, that title didn&#039;t always belong to them. Variz cultivated a name for himself by making off in a daring escape from a Hephaestus dockyard with a prototype vessel in a grandiose way of renouncing his former life as an engineer to become one of the most terrifying and morally bankrupt pirates that ever lived.&lt;br /&gt;
&lt;br /&gt;
Variz was known for partaking in every form of piracy that exists today. Raiding developing NanoTrasen vessels for phoron, smuggling it and illegal technology to the [[Coalition of Colonies]], and exploring forays into the unknown with his crew when times were good were all activities Variz enjoyed equally. He was especially known as being anti-Hegemony and anti-corporate, but his origins were surprisingly simple despite his grand legacy. Born to a coastal town in the Izweski Nation (though where is an intense matter of debate— Variz was known to have cited multiple towns during stories of his childhood, and it was difficult to decipher whether a story was earnest or a deception), Variz Smokescale grew to dislike the Hegemony as the son of a struggling merchant. The rise in prominence of the guilds leading up to the Contact War made him bitter and resentful of the caste. The former Hegemon&#039;s policies and rule, especially towards his religion, as well as the notion that a family&#039;s son must produce a new generation for the clan, led Variz to the notion that the culture was oppressive. Thus, those lackies that partake in these grand schemes for profit, like manipulating and exploiting people, or the elites in a government that do the exact same deserved conflict and strife at his blade, in Variz&#039;s eyes.&lt;br /&gt;
&lt;br /&gt;
Variz tragically was struck down during an infamous shootout with Hephaestus and Zavodskoi where he alone manned a vessel so the rest of his flagship crew could escape in the ensuing chaos. Despite this, his clan slowly fell to ruin without his cunning leadership, absorbed by the other Pirate Fangs that were sympathetic to their plight— and unwilling to pass up on new members. His legacy still exists in a handful of ways though. Smokescale&#039;s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen&#039;s premiere at the discovery of phoron. They were an impressive steal back in the day, but nearing 25 years later means these bonds are valued to be a near-impossibly large amount of wealth. The Gold of the Glorywright is also an impressive tale. Due to the space storm and conditions following Variz&#039;s demise, his vessel was never really recovered by any megacorporation or explorer. Rumor has it Variz got his claws on information that could hinder some of the Orion&#039;s Spurs most powerful players, and he was hunted down for it. Only a datachip remains on his decrepit vessel as the only testament of his demise, yet it remains a myth and fantasy to this day.&lt;br /&gt;
&lt;br /&gt;
Finally, his code of conduct, the Glorywright Pledge, grew up to be an important staple among pirates as the most important mark of his legacy, with other captains imitating or revising it to suit their own crew&#039;s needs. It is said to have been based on human tradition from nearly a millennium ago, but those outside of the pirate clans lack any knowledge or history regarding their exploits to comment on it with certainty.&lt;br /&gt;
&lt;br /&gt;
=== Izharshan&#039;s Raiders ===&lt;br /&gt;
Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less policed areas. With its mighty fleet, and as the only power in the Orion Spur owning and fielding the dreaded Super-Dreadnaught, it isn&#039;t hard to imagine why most fleets are reckless enough to stay in this part of the Spur tend not to last long. Yet, Iklex Izharshan and his raiders did, pushed by the singular goal to defy the Hegemon himself— or at least, annoy him. Considered by many to be both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps one of the largest and most resourceful pirate fleet in the entire Orion Spur. They also reached spur wide fame by sabotaging the newly constructed HMV Cataclysm in 2458, and then managing to survive the attempted campaign  of extermination by the Hegemony.&lt;br /&gt;
[[File:Flag_Izharshan.png|180px|thumb|right|Flag of the Raiders.]]&lt;br /&gt;
&lt;br /&gt;
The Raiders were originally founded in 2439 before the nuclear exchange by Iklex Izarshan, a young and cunning but disgraced noble of the Hegemony who chose to take to the stars as criminals rather than to live as a Guwan. Many names serve Izharshan, under which one could find a small fleet or even a single shuttle. Each clan and their ships are allowed to do piracy at their own discretion with lax rules and regulations but are expected to obey the Izarshan clan, and their leader himself, if a direct order is given. It is assumed that the Izarshan found a way to keep all of these different pirates obedient, but none know what it is exactly; the main theory being that they are the ones who have access to and can distribute supplies to the rest of the clans, to allow them to maintain their ships. In any case, the sheer flexibility and size of Izharshan&#039;s nebulous pirate kingdom have proven to be quite the thorn in the Hegemon&#039;s side. In 2458, he would manage to sabotage the brand new super-dreadnaught, the HMV Cataclysm, by smuggling a loyal Guwan aboard the ship to delaminate one of the Supermatter Crystals. This would lead to the Hegemony launching a campaign of eradication against the Raiders, and while the raiders were several damaged by the campaign, their eradication was unsuccessful. This is attributed to the flexibility of the Raiders, who continued to hold out even after the death of Iklex. More can be read about the Cataclysm Arc [[Unathi_Recent_Events#The_Cataclysm_(2458) | here.]] If it wasn&#039;t enough, the fact that all of these pirates remain in Hegemony territory allows them to have a steady stream of new recruits, from Mogheans fleeing the wastes, to freshly-minted Guwans running from their former clans, and other criminals escaping from society— a stream that is only bolstered by the extraordinary liberal attitude that the Izharshan leaders hold related to religions, allowing Sintas of all faiths to join, granted that they do not cause trouble. &lt;br /&gt;
&lt;br /&gt;
Iklex Izharshan died not long after the creation of the Raiders, in 2458, when several Hegemonic warriors cleared out the bridge of the Raiders primary base of operations with frag grenades, killing Iklex as well. It is his younger brother, Alkhas, also referred to as Lord Izharshan, who took over. He has been the Fang Captain ruling over his clan and the rest of the Raiders ever since from his own spacecraft, admiral ship of the Izharshan raiders: the Black Torrent, a heavy Destroyer strong enough to pose a threat to most spacecraft yet nimble enough to escape the larger ships of the Hegemon&#039;s fleets. Under his rule, the Raiders managed to grow enough to become the infamous force they are now. It was his rule that led to the creation of the Circle of Fangs, the Fang Captain system, and the modern Star Code pirates are used to.&lt;br /&gt;
&lt;br /&gt;
There have been several incidents involving the [[People&#039;s Republic of Adhomai]] fleets near Tajara space as well as the [[Democratic People&#039;s Republic of Adhomai]] vessels around [[Gakal&#039;zaal]] in recent years as the Raiders have slowly started to expand, even beyond Hegemony Space. &#039;&#039;&#039;By an extent, this means that members and ex-members of Izharshan&#039;s Raiders are considered outlaws at best to most interstellar powers. While it is not the case in Tau Ceti Republic territory, or in the eyes of the SCC, these Sinta would still be closely monitored and put on official watch if their origin was to be discovered.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Kazu&#039;s Techraiders ===&lt;br /&gt;
Albeit quite small on Unathi Pirate fleet standards, the Techraiders, led by a Sinta only known as &amp;quot;Kazu,&amp;quot; are known for two things: their dubious choices in colors for their ships and outfits and their unusual targets. The Techraider&#039;s main targets are not merchant ships full of valuables, they do not kidnap people they could ransom for high prices. Instead, they attack highly advanced ships and mainly kidnap scientists. In other words, Kazu&#039;s crews are what some call &amp;quot;Technology Pirates.&amp;quot; Rumor says that Kazu himself believes that it is the quickest path to rebuilding Moghes The Hegemony itself has openly repudiated the ways of the Techraiders, though it doesn&#039;t prevent them from continuing in their quest.[[File:Flag_kazu.png|180px|thumb|right|Flag of the Techraiders.]]&lt;br /&gt;
&lt;br /&gt;
The Techraider&#039;s fleet mainly operates galactic north of Izewski space, choosing to target Skrell crafts in the reaches of [[Nralakk Federation]] space, namely the Traverse, as well as heading straight to what is currently known as the Wildlands in Human space, sometimes even going as far as entering the edges of the Republic of Biesel and Elyran territories. Their area of operation has been dubbed by many sailors as &amp;quot;the Pink Triangle&amp;quot; due to its shape between Federation, human, and Hegemony space.&lt;br /&gt;
&lt;br /&gt;
Despite their small numbers, the Techraiders are perhaps some of the most dangerous pirates out there. The few ships they possess use their small size and highly advanced stealth technology, allegedly stolen from Nralakk corvettes, to get as close to their targets as possible before either boarding them, generally without even being detected or obliterating them in a hail of close-ranged torpedos that few can hope to survive, let alone dodge. Kazu&#039;s own spacecraft, the Indigo Blue which is actually coated black and pink, despite the name, is a marvel of technology, rumored to be stolen straight from a secret Zavodskoi Interstellar installation located deep in neutral space, equipped with cloaking technology, electronic warfare modules, Bluespace interdiction capacities, and engines fast enough to catch most non-military crafts effortlessly. Thanks to their access to advanced technologies, including prosthetics, it is rumored that the Techraiders hold surprisingly decent relations with Unathi of the Aut&#039;akh faith despite their violent ways putting some strain on this relationship.&lt;br /&gt;
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Among those in Skrell space are the [[Federation Crime and Resistance#Tana’raq’iq|Tana&#039;raq&#039;iq]], a group of marauders that the Techraiders have come to see as similar and profitable allies. The Techraiders align themselves with the Skrell due to the untapped technology that can be utilized both for their vessels and their dream of rebuilding Moghes. They are one of the few notable fleets to intersect with these other pirate groups due to the Techraiders&#039; broad area of influence around the Sparring Sea and into areas beyond. While the Tana&#039;raq&#039;iq provide ships to raid for technology, the Techraiders assist in providing manpower and the occasional hard-to-acquire import. They enjoy a mutually beneficial relationship when it comes to menacing the Federation, sometimes even with the Techraiders promising to ferry wanted Skrell out of Federation space to places that are safer and out of its reaches, such as Biesel or Ouerea.&lt;br /&gt;
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Their relationship is so much so that it is said some of the Tana&#039;raq&#039;iq know the proper path through the stars to the famed Den of Fangs. The rumor holds some merit, with the highest pirates needing some safe place to discuss matters with their Skrellian allies. This remains unfounded, but the occasional crew with a large amount of Skrell makes an appearance on the planet from time to time.&lt;br /&gt;
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&#039;&#039;&#039;Due to their actions, members of the Techraiders are considered outlaws by the Tau Ceti Republic government and are wanted for acts of piracy, resulting in an instant arrest the moment the individual in question&#039;s history is learned.&#039;&#039;&#039;&lt;br /&gt;
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=== Hiskyn&#039;s Revanchists ===&lt;br /&gt;
Before reaching Moroz and joining the [[Empire of Dominia]], the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz and Han&#039;san clans]] made fierce pirates and raider sdespite being guided by desperation and survival more than a desire for riches. By the time the occasion to join the Empire came, a small part of the raider fleet refused the offer, wanting to stick to the pirate life instead. The story says that a short battle ensued in the heart of the Unathi fleet and that the &amp;quot;true pirates,&amp;quot; as they called themselves, were defeated and forced to flee. Years later, the survivors still exist and roam Dominian space and its surroundings, attacking both human and Unathi Imperial crafts. [[File:Hiskyn.png|180px|thumb|right|Flag of the Revanchists.]]&lt;br /&gt;
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Although they tend to target vulnerable, civilian ships in search of resources to survive and treasures to plunder like any pirates, the Revanchists, as they are called, rarely shy away from fighting military crafts especially if they are manned by House Kazhkz. Their leader, an old female known as Fer&#039;is Hiskyn, once Fer&#039;is Kazhkz, had sworn to avenge her fallen husband, killed when the rest of their once-united pirate fleet chose to join the Empire.&lt;br /&gt;
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It is said that, to exact their vengeance, Fang Captain Fer&#039;is Hiskyn and her crew are ready to do absolutely anything from supporting the fight for Fisanduhan independence or helping the synthetic cause— reluctantly, as the Revanchists are still mainly of [[Th&#039;akh|Th&#039;akh faith]]— to hunting down Dominian Sinta who strayed away from Imperial space. Their Admiral ship, commandeered by Fer&#039;is herself, is the Mighty Siro, an old oversized human-made transport ship converted into a raiding craft, allowing it to carry hundreds of Unathi raiders and borders in modified cargo containers turned into living space; all the while, this ship maintains good enough firepower to allow it to fend off most corvette-sized spacecraft by itself, and some extra armor was added after some dubious upgrades.&lt;br /&gt;
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The Revanchists are not opposed to raiding those that get in their way or making enemies out of crews that prove to be of no use to them. The [[Marauders#Tana&#039;raq&#039;iq|Tana&#039;raq&#039;iq]] Marauders&#039; cold shoulder treatment towards the Revanchists have signaled that they make for good targets, should they ever meet in open space. The occasional shaky alliance is struck whenever both parties have something to gain, but the Revanchists have come to view these Skrell as being too &#039;picky&#039; and not willing to do what it takes to achieve their objectives. The Tana&#039;raq&#039;iq thus keep their distance because of these pirates&#039; tendency for supporting anything that would help undermine Dominia, even to the extent of supporting extreme synthetic objectives.&lt;br /&gt;
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&#039;&#039;&#039;While there has never been proof, the Revanchists are considered the main suspects of multiple murders of various Dominian Unathi across Tau Ceti Republic space. This means that Sinta known to be members or ex-members of the Hiskyn Revanchists would most likely end up on official watch.&#039;&#039;&#039;&lt;br /&gt;
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=== The Tarwa Conglomerate ===&lt;br /&gt;
The mysterious Tarwa Conglomerate is, to most, a legend that haunts the southern Frontier, a tale to scare off sailors and pirates away from the most dangerous and elusive parts of the Spur. Alas, the Conglomerate is a real thing. Also called the &amp;quot;living-dead fleet,&amp;quot; the Tarwa ships are just that in appearance, ruined spacecraft that somehow manage to sail and fight despite their state. These ships do not move just by themselves, obviously, as they are fueled by the cooperation of grizzled Unathi raiders and Dionae gestalts. [[File:Conglomerate.png|180px|thumb|right|Flag of the Conglomerate.]]&lt;br /&gt;
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Each ship in the Conglomerate is an amalgam of mechanical and biological matter, with Dionae forms comparable to Colossi-sized forms spreading through the entire hull of once fully-functional ships. In a sort of symbiotic relationship, the Unathi crewmen both maintain what is left of the ship and tend to the health of their Dionae friends. In exchange, the mere presence of these gestalts through the entire ship provides a nigh-impenetrable armor against most weapons used in the Frontier, not just thanks to its toughness, but also to its ability to regrow and reshape itself. Unathi crewmen ensure that the warp drives of all things remain functional, steer the crafts themselves (although the Dionae parts of the spacecraft are generally behind most of the sub-light speed propulsion thanks to their gas bladders), and do most of the boarding work, while the gestalts latch onto their victims&#039; ships. These Dionae forms also contribute to the tending of crew&#039;s wounds, notably offering nymphs as prosthetics to crippled crewmen.&lt;br /&gt;
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Their Fang Captain is Tarskin Tarwa, a once-famous botanist who had been evicted from the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University Of Medicine]] because of experiments on &amp;quot;Sinta-to-Dionae compatibility&amp;quot; deemed too unethical. His ship, Greenclaw, is actually an assembly of different spacecraft rooms and components held together by a Colossus-sized form, one that Tarskin considers his best friend. Because of their rather nomadic nature, the pirates of the Tarwa Conglomerate are known to have acted through a wide area, from the South-Western border of the [[Coalition of Colonies|Coalitions of Colonies]] to Light&#039;s Edge.&lt;br /&gt;
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&#039;&#039;&#039;Due to the fact that their area of operation is so far from Tau Ceti, Republic and Corporate authorities don&#039;t pay much attention to members and ex-members of the Tarwa Conglomerate compared to other aforementioned pirate fleets.&#039;&#039;&#039; Sinta from the Conglomerate are known to treat Dionae with much more respect than their fellow scalemates.&lt;br /&gt;
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=== Iska&#039;s Adventurers ===&lt;br /&gt;
One does not need to hate the Hegemony to turn to piracy, however, seeing Unathi pirates actively supporting  the Izweski Nation, directly or not, is extremely rare. That is, unless one finds themselves among Iska’s Adventurers. [[File:IskasAdventurers.png|180px|thumb|right|Flag of the Adventurers.]]&lt;br /&gt;
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This oddity of a fleet is led by Fang Captain Altarak Iska, once an officer in the Hegemonic Navy, he deserted along with other disgruntled crewmen over his inability to help those in need while in the navy, more precisely, Hegemonic colonies. The Hegemonic fleet had difficulties protecting its burgeoning colonies against pirates that had been in the area for much longer, and Iska had to witness the consequences, his ship often arriving too late, finding only blood and misery. Thus, after his desertion, Iska’s Adventurers fleet was formed, starting with the frigates they kept from the Hegemony’s fleet. Iska’s Adventurers would devote themselves to the protection of their fellow Unathi, patrolling the Hegemony’s periphery, and promising protection to vulnerable colonies in exchange for payment, resources or even merely docking space. As time went on their fleet grew with ships captured from their foes, and eager colonists or other disgruntled ex-soldiers to crew them.&lt;br /&gt;
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Iska’s Adventurers do not have a good reputation among other pirates, obviously, and they were never given any information about the path to Ha’zana. Word about the fleet’s deeds spread quickly in the Hegemony’s periphery, though they really became famous as Phoron shortages reached their zenith and the Hegemony couldn’t afford to use most of its fleets, leading colonies needing to rely even more on the Adventurers.&lt;br /&gt;
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On the [https://forums.aurorastation.org/topic/3956-sinta-articles/?do=findComment&amp;amp;comment=170540 7th of November 2465], Iska’s Adventurers returned to Moghes, to pledge their loyalty to the Hegemon. Their crimes were forgiven by Not’zar Izweski himself, in exchange for their loyalty and services, making it the first pirate fleet (of notable size) to ever join the Hegemony. To this day, Iska’s Adventurers continue to patrol the Hegemony’s Periphery and protect its colonies, now paid directly by the Izweski Nation. &#039;&#039;&#039;Thanks to their allegiance, Unathi bearing the clan-name of Iska are generally not on watch right away unless they, individually, engaged in some noteworthy criminal activity in the past.&#039;&#039;&#039; &lt;br /&gt;
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		<author><name>Lent23</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=38600</id>
		<title>Unathi Guilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=38600"/>
		<updated>2026-02-23T23:10:22Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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=History of Unathi guilds=&lt;br /&gt;
The 1600&#039;s saw a new phenomenon develop, originating within the divided kingdoms of the former Kres&#039;ha&#039;nor Hegemony. When merchants found they could accomplish more as a group rather than through individual effort, they banded together to form &#039;&#039;&#039;guilds&#039;&#039;&#039;. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. &lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; was how most started in a particular trade, which they would follow for the rest of their lives. After completing an apprenticeship, the appropriate guild would examine his work and see if he could be elevated to a &#039;&#039;&#039;Craftsman&#039;&#039;&#039;. A Craftsman was required to create a &amp;quot;masterpiece&amp;quot; in the presence of judges to be elevated to &#039;&#039;&#039;Master&#039;&#039;&#039; status, which would allow him to join the leadership of his guild.&lt;br /&gt;
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Guilds also built and ran the first &#039;&#039;&#039;universities&#039;&#039;&#039; on Moghes, the first known being the &#039;&#039;&#039;University of Ma&#039;ha&#039;rem&#039;&#039;&#039; which opened in 1612. Originally trade schools, they slowly expanded to become centers of learning for apprentices of every field. A doctor would have to first become a &amp;quot;Master&amp;quot; through a university to be allowed to practice his trade within towns or cities controlled by a guild of doctors, and the same for any other brand of skilled work. A Master&#039;s certificate also distinguished someone as a professional with few peers, giving their holders immense prestige and trust. A fully accredited and certified doctor on Moghes would be (and are still) known as a Master Doctor. Typically they are known as [Rank] [Craft], so you can also be a Master Weaponsmith or Master Engineer.&lt;br /&gt;
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Eventually these guilds managed to form powerful monopolies and they spread their trade and influence across Moghes. Most of the landed elite feared the growth of the guilds, who were creating a new middle-class of urban workers. That a peasant could rise to gain prestige and vast wealth with no land, titles, or martial victories under their belt was an idea bewildering and frustrating. The late 1600&#039;s and the beginning of the 1700&#039;s saw many Kingdoms across Moghes cracking down on the power of guilds, stripping them of privileges or banning craftsmen from meeting in groups. Other nations ruthlessly suppressed private enterprise. Many laws were passed that strictly limited how many members a guild could possess, as well as requiring all craftsmen to register with their local Lords before being allowed to sell any goods or services. This resulted in these kingdoms falling quickly behind their peers, and more were invaded, or if they managed to hold out while still cracking down on the guilds, destroyed during the Contact War.&lt;br /&gt;
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Guilds also developed another innovation: minting and issuing coinage. Because it was rather difficult to do large transactions with giant piles of dehydrated fish, the first Guilds in the 16th century began minting coins made of steel that would be backed by that amount of fish, similar to banknotes. They could be turned in, theoretically, at any time for an equivalent amount of salted fish. This saw Moghes begin to gravitate away from measuring wealth by fish stocks, and towards a more familiar economy, though the Fish Standard remained for quite some time.&lt;br /&gt;
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In 2465, after a recession caused by a spur-wide scarcity in Phoron which eventually collapsed into a downward economic spiral threatening to leave the Hegemony destitute, the guilds were absorbed by Hephaestus Industries as subsidiary companies after the megacorporation took on all of their debt in order to save the Hegemonic Economy. This expansion would mark a new age for guilds, one where Hephaestus now has a complete and total monopoly over the economy of the nation, under the direction of the Guildmaster Yukal T’zakal and CEO Titanius Aeson&lt;br /&gt;
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=Guilds on the SCCV Horizon=&lt;br /&gt;
Following the events of [[The Titan Rises Arc]], leading to Hephaestus&#039;s ownership of most of the guilds listed on these pages, many guild workers working with human corporations found their positions shifted, terminated or otherwise changed. Hephaestus was able to work out deals with its rivals and partners in the SCC, allowing many of the guilds that do not work in Hephaestus&#039;s main industries to subcontract with other corporations. Some chose to resign their guild positions in protest of Hephaestus&#039;s acquisition, and have since taken full positions with other megacorporations.&lt;br /&gt;
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&#039;&#039;&#039;Current guild members working in Engineering or Operations must be employed by Hephaestus Industries&#039;&#039;&#039; - working for another corporation would require resigning guild membership.&lt;br /&gt;
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Outside of these departments, guild members may work as subcontractors for any other corporation. The healers of the House of Medicine often subcontract with NanoTrasen or the PMCG&#039;s medical divisions, and the mercenaries of the Fighters&#039; Lodge have been hired by several of the latter&#039;s private military groups - with the Dagamuir Freewater Private Forces being a particularly common choice.&lt;br /&gt;
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&#039;&#039;&#039;Members of the Hearts of Industry are not permitted to work for Hephaestus, or the SCC directly. They may still work for any other corporation.&#039;&#039;&#039; A Heart of Industry working for Hephaestus or the SCC would be required to keep it secret, and if exposed would be at risk of losing their job.&lt;br /&gt;
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=Guild Founding and Operations=&lt;br /&gt;
Pre-Hephaestus expansion, Hegemonic guilds operated off of a charter system, where a group of tradesmen could request official recognition from the Hegemon as an organization which can hold members, instruct pupils, and generally work in their field. Different Hegemon&#039;s have different requirements for what needs to be done by a group to obtain this recognition, however Hegemon&#039;s have almost always used the following criteria; having a certain number of tradesmen ready to join the guild, a few thousand is normal, be of a different craft from other current guilds, and show ability to find work for your members. Due to the very interconnected nature of the Hegemony following the contact war and Hephaestus expansion, no new guilds have been made since, and are unlikely to ever be made as long as Hephaestus holds its monopoly over the remaining guilds it absorbed.&lt;br /&gt;
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==Charters==&lt;br /&gt;
Guilds operate off a charter system, with charters issued by the Hegemon. Charters establish the rules and regulations of the guild, punishments for violating these regulations, guild structure, and the limitations of the guild. Information about guild structure can be found in the Structure and Personnel section. Rules and Regulations for guilds tend to be rather simple for all the guilds, focusing on ensuring that works get done the way the guild wants it to be done, and guildsmen compensated without any issue. Interpersonal disputes are not mentioned on any guild charter, and solving them should they arise is left up to the Chapter Administrator. The biggest impact of charters is how they limit guilds. With the notable exception of Hephaestus Industries, no guild is legally allowed to work the same trade as another, meaning that guilds will hold a near monopoly over their specific trades. This has led the guild system to be very rigid, and unable to change rapidly should it be necessary. The biggest rigidity is seen in the Merchant’s Guild and their charter. Hephaestus Industries is the only guild allowed to sell goods outside the borders of the Hegemony to the rest of the wider spur. Not even now, can their subsidiaries export any goods.&lt;br /&gt;
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==Structure and Personnel==&lt;br /&gt;
Each Guild is run by a Guildmaster, a position which is usually passed down similarly to noble holdings, from Father to First son, so on and so forth; or in the case of Hephaestus, chosen by its board of directors. Children of Guildmasters will normally be at least a Chapter Administrator, so that they learn how the guild functions, and how to run it smoothly. Guildmasters are assisted by a large staff of clerks and elder guild members, who help the Guildmaster in the day to day running of the guilds. Most landed nobles are not powerful enough to directly contact a guildmaster, so if they wish to contract a guild for their trade, that communication is normally done through these Elder Guild members, who then will contact the appropriate chapter once an agreement is reached. Guildmasters will personally handle the bigger contracts a guild may receive, such as a contract from the Hegemon or one of the Overlords, or a customer in which the guild does a vast majority of its work. Once an independent title, following Hephaestus’s expansion and reorganization of the Guilds under itself, there is only one true Guildmaster within the Hegemony, Yukal T’zakal. All other Guildmasters regularly take direction from him, as he speaks with the authority of Aeson himself. Many don’t believe the propaganda that T’zakal is Aeson’s equal, but nevertheless, they listen well.&lt;br /&gt;
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Guildmaster Yukal T’zakal has elected to keep this structure in place for the time being, as all guilds now operate under the umbrella of Hephaestus Industries. He has done this to reduce the impacts of the drastic change the entire Hegemonic economy is undergoing, minimizing change to keep profits steady as he consolidates his new position. It is unclear if he will eventually change this structure to something more modern, but only time will tell.&lt;br /&gt;
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Guilds are further broken down into individual chapters, and their own Chapter Administrators. Chapters represent smaller, more focused attention to specific parts of their guilds trade, such as the sailors&#039; chapter of the warriors guild, who are experts at naval combat. The vast majority of guildsmen are in a chapter, with only those administrative staff for the Guildmaster not having a chapter. Guildsmen will usually join the chapter of their tutor from apprenticeship, as it was their primary education. Chapters are run by Chapter Administrators, who send their guildsmen around the Hegemony from their chapter halls in each city, per the instructions and deals reached by the Elder Guildsmen and Guild Master. Chapter Administrators are considered to be the Sinta in charge of making sure things actually get done within their chapter, and spend much of their time moving from city to city checking on their individual chapter halls and their work. Chapter Administrator is an elected position, with votes cast by the guildsmen of that chapter. However, Guildmasters reserve the right to discard the results of an election, and force another one, or sack their Chapter Administrators and call for another election. Sometimes, a Chapter Administrator will appoint a skilled guildsman to run a specific chapter hall, mostly in big cities where the guild gets a lot of work. These skilled guildsmen are known as the Chapter’s Fisher, as they will most likely be working an incredible amount of jobs, pulling in a large number of credits. They hold limited power to order their fellow guildsmen around, with their main job being to coordinate jobs and ensure the work gets completed.&lt;br /&gt;
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Regular Guildsmen interact daily with their specific chapter hall, represented by the number built at the time. For example, Wirers Chapter Hall 1 of Junzi Electric would be the original wirers chapter hall in the city of Skalamar. Guildsmen may be transferred to different chapter halls should more workers be needed in that city, or be called away for a guild-wide project, but this is a rare occurrence, and not the day to day work of a guildsmen. The size of the chapter will also change this, as the more specialized a chapter is, the fewer members it will have, which will inevitably cause members to be pulled away from their chapter halls to work in places where there isn’t one. The more specialized a chapter, the more of a likelihood this occurs.&lt;br /&gt;
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Apprentices are pupils under a guildsmen who has proven themselves enough to be giving the responsibility of passing on the guilds teachings to another generation. Different Sinta will have different expectations for their apprentices, and none are the same. Apprenticeships end when an apprentice proves themselves skilled enough to be considered a member of the guild to the Chapter Administrator. Noble-born Unathi or those whose Clan has been in the guild for a long time are known to be judged considerably less harshly, with “good enough” being a common theme.&lt;br /&gt;
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Lastly, guilds will often employ peasants for menial work. This could be the peasant janitor of a chapter hall, personal assistants to guildsmen who need a lot of extra hands or muscle, or any role which is too menial or dangerous for a proper guildsmen to do. Peasants will often jump at these opportunities as it may give their children an opportunity to become an apprentice for the guild, or give them the opportunity to be noticed by megacorporations, who will often hire out well-performing peasants from guilds. This work is done in addition to the obligations the peasantry has to their landed lord, and pay from the guilds is taxed at a heavy rate.&lt;br /&gt;
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=Notable Hegemonic Guilds=&lt;br /&gt;
==Merchants Guild==&lt;br /&gt;
[[File:Moghes_city.png|thumb||All cities are connected by the Merchant&#039;s Guild - and by its wealth.]]&lt;br /&gt;
At one point, the Merchant’s Guild was unmistakably the most powerful of the Hegemonic guilds. In 2465 the Merchant’s Guild was the only guild not absorbed by Hephaestus Industries, instead left to wither into bankruptcy as the megacorporation consolidated its monopoly over the Hegemony. With hundreds of years of ancestry, the Razi guild had been a powerful ally to Hegemon Not’zar Izweski, who married  Guildmaster Razi’s daughter Hizoni. While the name suggested all Merchants within the Hegemony belonged to this guild, in reality, the Merchant’s guild had little interest in single shop owners or stalls, which remained nominally independent. Instead, the Merchant’s guild was primarily a transportation enterprise, purchasing goods in bulk from all around Moghes, and either selling them to further away cities and towns or to the wider spur. Having been one of the only two guilds with a charter allowing them to sell goods outside the borders of the Hegemony, they moved a sizable percentage of goods out of the Hegemony, including all of Idris’s Mohegan jewelry, and a majority of the precious metals and gems Idris uses to make other jewelry. They also used to move significant amounts of resources for other non-Hephaestus megacorporations, as they were restricted from taking goods out of the Hegemony. They also brought in a large number of regular goods for the nobility, who had the money to purchase off-world products.&lt;br /&gt;
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The scarcity hit the Merchant&#039;s Guild the hardest of any guild. Requiring a constant flow of goods and credits through Moghes for profit, the limited trade and lack of quick interstellar transport has caused a steep dive in the profits of the Guild. Eventually, they were unable to remain solvent and were forced to declare bankruptcy and dissolve. This dissolution led to the Hegemonic economy entering a downward economic spiral, as trade with the outside spur decreased dramatically. Unlike the other guilds, Hephaestus did not move to absorb the Merchant’s Guild, ensuring their monopoly over exports in the Hegemonic export focused economy. Today the Merchant’s Guild is merely remembered in two distinct ways. Some view it as almost having potentially started an economic collapse, only narrowly avoided by the invention of Hephaestus. Others see it as the last domino that fell in the steady decline of the traditional Izweski economy, its dissolution signifying the end of Hegemonic Independence from the whims of Megacorporations.&lt;br /&gt;
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Some remnants of the Merchants’ Guild persist underground, engaging in illegal trade. They have come to be known as the Silver Scales, and they have rapidly carved out a significant stake in the Hegemonic underworld. The Scales lack the power the Guild proper once had, but they have endured and persisted through its collapse, and show no signs of slowing their operations down. More information on the Silver Scales can be found [[Unathi_Crime_And_Enforcement#The_Silver_Scales|here]].&lt;br /&gt;
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==[[Hephaestus_Industries|Hephaestus Industries]]==&lt;br /&gt;
[[File:hephaestuslogo1.png|The primary logo of Hephaestus Industries.|thumb]]&lt;br /&gt;
Some sinta have often viewed Hephaestus Industries as one of the only honest corporations in the galaxy— whether it be simply the fact other corporations had one chance and failed or a simple preference of aesthetic. Hephaestus is one of the two corporate entities still operating in the Uueoa-Esa system, following the phoron scarcity and introduction of stricter tariffs by the Hegemon. It currently also holds 1/3rd of mining rights over the moon Chantarel, as payment for their assistance in an undisclosed project, now believed to be the expansion of aquaculture patties and farms on Ouerea which is being spearheaded by Hephaestus&#039;s Hegemony department.&lt;br /&gt;
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Hephaestus currently holds an undisputed monopoly over the Izweski economy, having achieved near total control after the phoron scarcity and “saving” the economy from an uncontrollable downward spiral(while also vastly increasing its assets in every way). Being less affected by the phoron scarcity compared to the other guilds, due to their assets across the spur, Hephaestus bided its time until all the guilds besides itself were on the verge of collapse, before promising bail-outs and continued business on the condition that they become Hephaestus subsidiary companies. Now controlling every Hegemonic Guild as subsidiary companies and holding the only guild charter which allows them to export goods outside the Hegemony, Hephaestus is moving to consolidate its new position; making the Hegemony a cornerstone of its galactic structure. &lt;br /&gt;
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Before its expansion, and due to circumstances presented by the collapse of the Solarian Alliance, Hephaestus  moved nearly all of its resource extraction to the Hegemony, as previously it was centered in the Solarian Outer Ring, which had become the home of anarchy and warlordism. This resulted in an explosion of Unathi working under Hephaestus Industries, as they raced to replace the workforces lost to the Wildlands. Hephaestus primarily mines on asteroids within Hegemony space, as many lords view them to be a dangerous group of Xenos and refuse to lease their lands. However, since their expansion, Hephaestus has been moving more and more operations into the Hegemony, where their complete and total domination over the economy makes these operations cheaper to run, and removes the potential for the disruption that was seen in the Industrial Reclamation Mandate.&lt;br /&gt;
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The expansion of Hephaestus was a masterwork in planning, timing, and patience. After having been let in the door following NanoTrasen’s exit, Hephaestus(partly by accident) did not repeat the mistakes it’s predecessor made trying to rapidly assert it’s monopoly over the small nation, instead biding it’s time, slowly working its way into an advantageous position from where it could enact its plan. Both within the halls of power and within the public perception, Hephaestus slowly pushed itself to become more and more accepted by the Unathi, until they were as Hegemonic as Not’zar. When the Hegemonic Economy was entering a downward spiral in 2465, and Hephaestus was the only guild assured to remain solvent, they approached the other Hegemonic Guilds with a veiled deal; accept an offer to become a Hephaestus Subsidiary and have debt paid off, bankruptcy averted, or wither as the megacorporation consolidated the others, and eventually be forced into dissolution. The stark contrast of this choice left little option for the rest of the guilds, so all who were offered it accepted Hephaestus’s offer. It is unknown if without the scarcity Hephaestus would have ever been able to become the monopoly it is now, as the scarcity was the main reason for the significant weakening of the guilds. However, knowing the corporation, they would have found a way, even if it was messier in the end. Hephaestus now uses its newfound subsidiaries to increase its own profits, getting resources, propaganda, and all manner of industries from them for a fraction of what it might cost, while maintaining enough distance to keep the traditionalists of the Hegemony from calling it alien interference. By this expansion, Hephaestus has become a powerful megacorporation in a way very few others, besides perhaps NanoTrasen can claim; they now effectively control a state, though the state may not realize it.&lt;br /&gt;
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While the vast majority of Hephaestus’s manufacturing still takes place within the Solarian Middle Ring world of [[New Hai Phong]], where it will most likely remain, [[Tret]] has seen itself become a large secondary manufacturing center for the megacorporation, as cheap labor and it’s proximity to resources make it ideal for labor-intensive factory work. Tret&#039;s “all-factories” that work closely with Hephaestus are primarily tasked with producing small, easy to pack consumer goods or further refining materials from raw resources, as distances to consumer bases make mass production of bigger goods too expensive. The [[Tret#Neutron_Forge | Neutron Forge]] in orbit of the planet is also one of Hephaestus’s biggest accomplishments despite its cost, managing to produce nearly a large percentage of the spur’s plasteel and borosilicate glass, materials that are normally unable to be mass produced.&lt;br /&gt;
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Hephaestus also has many irregularities within its Guild Charter. While its interactions with the Guild System themselves are the topic of an entire subsection to their entry, the charter itself is also one of a kind. The charter only applies to Hephaestus workers within the Hegemony, and to upper management such as the Board of Directors and CEO. Hephaestus’s Charter states that the position of guildmaster is an elected one, with every member of the board of directors getting one vote. The position is not, however, synonymous with being the CEO of the corporation. This means that should the board of directors choose, they could elect a guildmaster separate from the CEO of Hephaestus, the consequences of which are uncertain. Hephaestus’s rules and regulations per their charter also forbids attempts at unionization or worker collectivization, stating that they are grounds for expulsion from the guild. Lastly, Hephaestus has no limitations on trades it can pursue forced upon it in its charter, as every other guild does.&lt;br /&gt;
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===Hephaestus and the Guild System===&lt;br /&gt;
As a human owned and operated megacorporation, Hephaestus was never intended to integrate through the archaic guild system, and their attempts to emulate guilds, while limitedly successful, have created a bureaucratic nightmare of corporate management. With Aeson himself as the Hephaestus Guildmaster, and spanning a massive amount of different industries within the Hegemony, when Hephaestus attempted to integrate the chapter system into their operation, they neglected the role of Elder guildsmen in securing contracts and work for guild, instead setting up a small staff of primarily humans to manage the corporate sector. Issues arose almost immediately, as the limited staff were flooded with contract requests, and being primarily human, were poorly equipped to negotiate with Unathi. In addition, Hephaestus set up chapters by city rather than trade, meaning on several occasions a chapter would be contracted for work in their city, only to realize that they did not have the specialty required for the job. Every company employee was also considered a guildsmen, meaning chapter administrators had to manage several different types of trade, with no management below them.&lt;br /&gt;
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Attempts to fix these issues only made the situation worse, with many managers being blamed for the outbreak of rebellion on the colonial world of Ouerea, or accused of extreme negligence. An increasingly annoyed Aeson weighed heavily on Hephaestus&#039; management for the Hegemony. Quotas were falling short, the expansion of the company was becoming an ever increasing credit hole, assets were being attacked by rioters and rebels on Ouerea, and profits remained non-existent. The final straw was the company losing a contract with &#039;&#039;&#039;Lord Mizao&#039;&#039;&#039; of Jiz&#039;zart for the construction of several new high-end chemical refineries on his lands, due to an inability to get workers there for construction. Aeson reacted by transferring all Hephaestus management within the Hegemony to other posts, and appointed &#039;&#039;&#039;Yukal T’zakal&#039;&#039;&#039; a respected Unathi chief engineer who had been working in the shipyards of Ceres to the new position of &#039;&#039;&#039;Hegemonic Sector Administrator&#039;&#039;&#039;. T’zakal would prove to be an apt administrator, understanding the intricacies of feudal governance and Unathi ways better than any human could. He slashed the bloated bureaucracy Hephaestus had become known for within the Hegemony, streamlining the process around himself and a handful of other seasoned Hephaestus workers. While this means his hours are long and responsibilities high, T’zakal sees this as an improvement for the company, and a burden he can bear.&lt;br /&gt;
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Today, Hephaestus within the Hegemony still bears the scars of its introduction to the guild system. While T’zakal has greatly improved the productivity of the hegemonic assets, he has done so by basically throwing out the chapter system, and instead shuttling around employees as chapters need them. Chapters are still symbolically in every city, but very few Hephaestus employees will remain at the same chapter hall for longer than the duration of their work. This has resulted in those Hephaestus employees who have worked in the Hegemony to not spend much time at home, and primarily have a family within the company, leading to higher levels of the “corporate culture” Hephaestus is known for. Feelings similar to nationalism towards the company have arisen from this workforce, and some of the most loyal Hephaestus workers have come from within the Hegemony. Many more however, have failed in this environment, and been transferred out, wanting to settle down in one place for longer than a few months.&lt;br /&gt;
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Eventually Hephaestus would take advantage of the irregularities within its Guild Charter, appointed T’zakal to the position of Guildmaster in order to give the appearance that its massive expansion was not an alien take-over of the Hegemonic economy, instead just another Unathi ascending to power. While this appearance has held up, and Aeson and T’zakal appear to be of one mind on most issues, the majority of real power over the company’s operations still lies with the CEO - despite Hephaestus heralding T’zakal as holding equal authority. Though its salvation of the Hegemonic Economy, even if for personal gain, has only increased the nationalistic feelings for the megacorporation felt by its Sinta employees, who now see it as a pillar of the Hegemony itself.&lt;br /&gt;
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===Holdings===&lt;br /&gt;
	Hephaestus Industries holdings within the Hegemony encompass more than the rest of the guilds combined, using surface area as a measurement. While their training facilities, schools, factories, refineries, oil derricks, orbital shipyards, the Neutron Forge in orbit of Tret, chapter halls, and offices total up to a large amount of land owned or rented by Hephaestus, it is a tiny fraction of their holdings within the Hegemony. The vast majority of Hephaestus&#039;s holdings is in space, on asteroids set aside for mining, and the moon of Chantrell, where it holds 1/3rd of the entire surface of the moon to be used for mining operations. Hephaestus extracts more from these holdings then they do anywhere else in the spur, with billions of tons mined every month, before being packaged and shipped across the spur to factories in far away lands, or refined further within the Hegemony.&lt;br /&gt;
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====Korgak Mining Outpost====&lt;br /&gt;
Located in the hegemonic frontier, Korgak is a barren planet that orbits a small red dwarf. As the result of some unknown event, the planet has several system sized rings worth of asteroids and other space rocks within its orbit, stretching from the atmosphere to about a light year away. These asteroids and other orbiting debris range in size from pebbles to small moons, and are dense in mineable minerals. Upon discovering the planet Hephaestus almost immediately set up a mining outpost, both on the surface and within orbit, intent on extracting the easy to get to wealth.&lt;br /&gt;
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The outpost today is undergoing massive expansion, as Hephaestus moves nearly all of its resource extraction to the Hegemony in the wake of the Solarian Collapse. Working at the outpost is not without danger, as miners and other pilots must weave their way in between debris in order to land on the surface, or make it to the station in orbit. The lack of atmosphere and meteor showers also means much of the outpost is constructed deep underground, where no natural light can reach. Managing the mental health of employees working at the site is a constant challenge, one even Hephaestus struggles with. Still, the amount of minerals and their new found importance ensures good pay for the workers, and many flock to apply for every open position as the outpost expands. However due to the mental strain of working on the Outpost, Hephaestus has taken to hiring a larger than average percent of K’lax Vaurca to work there, their cultural and mental attitudes making them a better choice for long periods of time underground. There have been minor clashes as a result of this however, as many non-vaurca workers at the Outpost resent their strange new coworkers.&lt;br /&gt;
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====Neutron Forge====&lt;br /&gt;
Once used on Sedantis by the K&#039;lax Hive to supply resources to the entire planet, the Neutron Forge is a technologically advanced refinery capable of disassembling phoron and reconstructing it on a molecular level into other objects; material laying and hardened atomic weaving result in a stronger end-product than other methods. Despite hard times during the scarcity, it is one of the main holdings of Hephaestus Industries and the K&#039;lax Hive within the Uueoa-Esa system, and has taken over production of nearly a fifth of the Spur&#039;s plasteel and borosilicate glass since its opening in 2461. It is currently in orbit above [[Tret#Neutron_Forge | Tret]] where more can be read about its function..&lt;br /&gt;
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===Hegeranzi Starworks===&lt;br /&gt;
[[File:Replacement_Image.png|200px|thumb|right|An abstract painting of Hegeranzi Starworks with Omgolo in the background. It currently resides at the Hephaestus Branch office in Skalamar.]]&lt;br /&gt;
The Hegeranzi Starworks is a massive orbital station and shipyard near Omgolo, a large gas giant on the edge of the Uueoa-Esa system. Despite being a Hephaestus Subsidiary, it is the only primarily Unathi run shipyard in the spur, though K’laxan Vaurca are also present in large numbers. Hephaestus has been under fire for this workplace make-up, as critics imply the few humans working in the starworks is due to its horrid workplace safety record, and that Hephaestus would rather risk the lives of “lesser” species. Its main products are Civilian ship hulls, which dwarfs anything else produced at the starworks by two orders of magnitude, Weaponry, and Ship Components. It is an extremely rare occurrence for anyone other than the Hegemony, and the Merchant’s Guild to be allowed purchase of their high-end products or military hulls. Outsiders however are more than welcome to purchase civilian vessels, have repairs done, refit hulls, or store vessels at the starworks.&lt;br /&gt;
Born out of a prominent clan in the shipwrights guild, clan Hezin was the first group to complete an Unathi-adapted Space Ship Hull for the Hegemony, and received a large grant to build a shipyard within the Uueoa-Esa System. Hephaestus Industries was contracted to assist in the construction of the facility, largely due to the Unathi’s lack of experience with station construction at the time. Hephaestus agreed to assist in construction for a relatively minor fee, a surprise to most observers. As the years went on, and the Hegemony’s demands for vessels increased, the Starworks could not keep up with production, being relatively new to the industry and Hephaestus refusing all contracts to assist the starworks in learning the ropes. Eventually, after its ascension to a Hegemonic Guild, Hephaestus would outright purchase the starworks in a deal, incorporating it as a subsidiary company. The subsidiary was set up to be run by the Hezin Clan who formerly led the guild, with all high-executive positions being filled by clan members. While Hephaestus Industries itself generally flondered attempting to incorporate the Guild System, the starworks remained a bright beacon of hope and prosperity for the company within the Hegemony; massively expanding under the leadership of the Hezin clan as contracts became more and more common, until it became the primary shipyard for Hephaestus Industries within the badlands. It is now regarded as one of the largest shipyards in the Spur, behind only the Ceres Shipyards and those in the Nralakk Federation.&lt;br /&gt;
Much of the success of the starworks can be attributed to the invention of the Hezin platform. Originally thought of by Guildmaster, now CEO, Sarutizn Hezin, these platforms are designed to move freely throughout space surrounding the shipyard stations, allowing for much easier construction and repairs compared to conventional shipyards. None of these platforms were constructed until the acquisition of the Starworks by Hephaestus Industries, after which they became the staple of the shipyard. However, Hezin platforms are notoriously dangerous for workers, as the freely moving slabs of plasteel are a pain to control, coordinate, and remain on. Construction sites orbit the stations, and have been known to crush workers on the platforms, or cause them to fly off into space where rescue can be difficult. As a whole, the starworks is considered the second most dangerous workplace in Hephaestus and its subsidiaries for the average worker, with only the volcanic moon of [[Jupiter#Io | Io]] being more dangerous. Those Sinta who leave for brighter pastures tend to fall into two groups; Sinta who believe that while the work was dangerous, the pay made up for the risks, and Sinta who believe that the Starworks is nothing more than a meat grinder with uncaring management. The latter will normally end up being fired from Hephaestus or leave themselves, going to work for other megacorporations who value their experience such as Zavodskoi. &lt;br /&gt;
Primarily focused on the production of civilian hulls and industrial ships such as mining vessels and freighters; the starworks ships are used throughout the spur by all types of companies, guilds, and nations. The Merchant’s guild uses ships built in the starworks for nearly all its business, and post-collapse, many of Hephaetsus’s haulers, freighters, and other industrial ships are produced at the starworks. Nanotrasen also purchases many hulls for the transport of raw materials off of Adhomai, and throughout the badlands. It is not an overstatement to say that the Starworks is in the process of becoming a cornerstone of galactic trade, as their vessels are starting to be found from Qerrbalak to Xanu Prime. Though, they are definitely not without [[Zavodskoi_Interstellar#Zhurong_Imperial_Shipbuilding | competition.]]&lt;br /&gt;
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===Controversy===&lt;br /&gt;
Many within the Hegemony see Hephaestus Industries as an alien corporation who should never have been given a guild charter, especially the very generous one it currently holds. Hephaestus’s struggles with the guild system did not help its reputation, as many nobles and their lands began to view the company as bureaucratic and indirect, therefore prone to dishonesty in dealings. This reputation combined with Hephaestus’s focus on labor-intensive, low-skill industries and poor workplace safety within the Hegemony has led many to view the company as deceitful exploiters, who want nothing more than to squeeze the Hegemony dry. Nowhere is this view more pronounced than with Overlord Azui Hutay&#039;zai, Master of Rivers for the Hegemony. Hutay&#039;zai has done nearly everything in his power to curtail the rise of Hephaestus Industries within the Hegemony, but is still many times forced into concessions by the corporation. This has become more common, as many guilds struggle to complete work orders as the phoron scarcity and new taxes force lay-offs and constrictions. In the end, Hutay’zai could not stop the ascension of Hephaestus to the monopoly it now holds within the Hegemony, having to concede to the corporation or face the utter destruction of the Hegemonic Economy. Still, a hotbed of resentment remains within the Hegemony about the corporation, and the future is unclear as to what it will breed.&lt;br /&gt;
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==Miners Guild==&lt;br /&gt;
Before first contact and the subsequent contact war decades later, the mining guilds were incredibly spread out, with more guilds dedicated to mining than any other industry. Modern day scholars don’t believe that this is due to there having been a constant amount of mining work done in the Hegemony’s past, but more due to distances and speciality between the guilds. When they eventually conglomerated as all the other guilds did, they found themselves with the 3rd most guildsmen in the Hegemony, and as human megacorporations were eager for the resources Moghes could offer them, a vast market for their expertise. They would grow to become a very influential guild until the creation of Hephaestus’s Industries guild charter.&lt;br /&gt;
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The introduction of Hephaestus into the Hegemonic economy as a full guild significantly weakened the miners guilds, as Hephaestus’s more advanced technology and ease of mining throughout space gave them a significant edge in extraction. The mining guild only held onto their position, and most of their workers, due to Hephaetsus’s incompetence integrating into the Guild system. This grace-period where Hephaestus’ was floundering gave the miners guild the time it needed to shore itself up, and strike long term deals with many Hegemonic Lords, most notably, Azui Hutay’zai. These deals will continue for decades to come, even after the expansion of Hephaestus. More traditional lords will often also contract the miners guild on their lands rather than Hephaestus Industries directly, seeing the miners guild as a better option, being based on Moghes and fully Sinta despite the fact the Miner’s guild now operates as a subsidiary of Hephaestus.&lt;br /&gt;
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The scarcity caused a litany of issues for the miners guild, primarily the statements by all megacorporations bar Orion Express and Hephaestus Industries that they will no longer do business within the Hegemony, or with Hegemonic Guilds. While many other corporations, guilds, and third-parties such as nationstates still had a demand for the miners guilds resources, they still battled a significant shortage of contracts compared to pre-scarcity. The miners guild had always paid its members in wages, with extra commissions added on for reaching quotas in the amount mined by a guildsmen. This pay system and now a lack of funds has resulted in unprecedented “lay-offs” where in order to stay legal, the guild had to cut many of their guildsmen as they could not ensure they would have a steady stream of work for them to do. Hephaestus Industries  snatched up many of these skilled workers for themselves, taking the best and promising them pay above what the mining guild can offer. On the other hand however, Hephaestus seems to be working harder than the guild itself to keep it afloat, buying massive stocks of ore and other resources from the miners guild. Experts attributed this to the fact Hephaestus was still expanding its operations within the Hegemony and had not yet reached a point where they could comfortably mine the materials they needed themselves. So, the miners guild provided much needed resources to Hephaestus, and Hephaestus provided contracts and work for the miners guild, keeping it afloat. Once these purchases stopped suddenly during 2465, the extent of Hephaestus’s plan was revealed. By forcing the Miner’s Guild to rely on them, once all the pieces were in place for their acquisition of the Hegemonic Guilds, Hephaestus could cease the contracts and present the miners guild with a choice; join them, or wither before being forced to dissolve. &lt;br /&gt;
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Besides its mining operations, the Miner’s Guild after becoming a Hephaestus subsidiary has seen itself become a school of sorts. They have opened themselves up to the peasantry, and those who wish to become Hephaestus miners normally start as members of the Miner’s Guild, being educated by them before then being passed to Hephaestus itself for work. Many still remain within the Miner’s Guild forging their own paths that may take them anywhere, but for the best and the brightest, Hephaestus offers much above what the Guild can pay, as well as abundant opportunities across the spur. Still, these pupils never forget those who educated them and will always hold the Miner’s Guild in their hearts.&lt;br /&gt;
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The miners guild has its guildhall located in the City of Kutah, just outside the T’za prairie. It’s proximity to the mineral rich mountains to the north and wasteland of the torn cities to the south makes it a perfect place for their center of operations. It is a grandiose structure, built a decade after first contact with the contracted help of the Qerr&#039;Zolvq Industries. With three spires on the points of a triangular base, it takes up much of the city center, a shining steel towering over the rest of the city. It is the third largest structure on Moghes. Unlike other guilds, the miners guild has very few chapter halls scattered across Moghes, only using the guildhalls of previous mining guilds who were absorbed following first contact as chapter halls. Those cities or towns that do have a miners guild chapter hall will be situated closely to mines, and most likely have mining as a primary industry. The guildhall is the residence of Guildmaster Gortuz Sekieyz, one of the youngest Guildmasters within the Hegemony. His father Runtuz oversaw the merging of the disparate mining guilds into their current form, before resigning a year prior to his death in 2461. The young guildmaster still rides the successes of his father, and has had to do very little to keep the guild afloat. However, his reputation is that of a hotheaded spoiled child, generally unfit for the position, which was proved in 2465 when Runtuz almost picked the dissolution of the guild over it’s continuation as a Hephaestus subsidiary, before relenting in the face of the senior guild members who pressured him into accepting. &lt;br /&gt;
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While being the 3rd largest guild in terms of members, the miners guild also employs a large number of non-guild peasant workers. Unlike Guildsmen who are paid fairly on a salaried system,  these workers are used as poorly compensated menial laborers working under the guild structure in mines where a large amount of manpower is needed, or where chance of injury is incredibly high; causing peasants working for the miners guild to have one of the highest rates of injury in any workplace within the Hegemony. These peasants are also sometimes criminals, sentenced to forced labor for crimes committed on any lord&#039;s land, though this has become less common as forced laborers are instead sent to the Fishermen’s League to work on the planet of Ouerea.&lt;br /&gt;
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===Holdings===&lt;br /&gt;
====Kutah Extraction Center====&lt;br /&gt;
[[File:Replacement_Image.png|thumb|right|A picture of the land that would become the Kutah Extraction Center from a ridge above it.]]&lt;br /&gt;
A very bureaucratic name, the Kutah Extraction Center is a massive open pit mine located just north of the City of Kutah within the mountain range. It is one of the largest mines in the spur, and digs up a considerable portion of the Hegemonies exported heavy metals, such as lead, chromium, and thallium, as well as radioactive elements like Uranium. It is considered an enjoyable place to work, with a week on week off schedule for guildsmen, and the city of Kutah a quick train ride away. Many guildsmen have taken to riding trains hauling ore back to the city, and it has become something of a joke within the community of workers assigned to the mine; new members are dared to ride holding onto the edge of a ore car for the several hundred mile journey. The Extraction Center is famous across the spur for having some of the only naturally occurring steel found, veins of the alloy appearing deep within the pit. Modern day scientists believe at one point the mine sat on an active volcano, whose temperatures alloyed carbon and iron into steel millions of years ago.&lt;br /&gt;
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====Tak Gemstone Mine====&lt;br /&gt;
Located just north of the Torn Cities, the Tak Gemstone mine is the miners guild&#039;s most dangerous worksite, both in terms of job-specific threats and those that come from being located in the wasteland. Raids from Gawgaryn are common, and radiation pervades through everything not lined with lead. For this reason most of the workers at the Tak Gemstone mine are peasants hired by the Guild, with minimal guildsmen overseers. Conditions for the peasants are terrible, with virtually no safety equipment distributed to them, and housing being open barracks. However the precious gems the guild pulls out of the sandblasted mines make the whole endeavor worth it in their eyes, credits more than making up for the lost lives and dangers.&lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
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====Gemstone Cutters====&lt;br /&gt;
While not the largest chapter within the Miners Guild, the gemstone cutters are one of the most influential due to the amount of credits they produce for their parent guild. While they work all of Moghes, their most famous area of operations is the Tak Gemstone mine, located in the wasteland just North of the torn cities. The Gemstone Cutters pull hundreds of tons of emeralds, rubies, diamonds and other precious gems from their mines every month, which are then sold to every corner of the spur. Primarily, they are purchased by Idris Incorporated or their subsidiary Caishen Jewellers via the Merchant’s Guild, before being transported to other markets or made into high-end jewelry. &lt;br /&gt;
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====Stonemasons====&lt;br /&gt;
The stonemasons chapter of the miners guild are experts in cutting and moving chunks of all types of stones from quarries around Moghes, before taking them to be further cut and making them into any number of items; from walls to tables and benches. The weight of stone bricks and Moghes’s position within the spur, combined with the fact quarrying can occur on most planets has resulted in the Stonemasons chapter rarely interacting with outside entities, only sometimes exporting finished tables, countertops, or other cut stone products to the wider spur. Nearly all of their quarried material remains within the Hegemony, where it is used to build castles, other government buildings, and even sometimes regular homes, in more traditional areas of the planet. The Stonemasons employ a large number of peasants to assist them, as moving massive chunks of quarried stone requires concentrated effort from dozens of Sinta.&lt;br /&gt;
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====Metal Miners====&lt;br /&gt;
Mining the most of any Miners Guild Chapters, the Metal Miners specialize in extracting any type of metal from the earth, whether it be radioactive Uranium or regular Iron and Copper. Most of their haul is exported outside the borders of the Hegemony, with some first being refined before exportation. Their most famous worksite is the Kutah Extraction Center, but they have mines scattered all across the surface of Moghes. Due to technological limitations however, they do not mine much in space, unlike their competitors in Hephaestus Industries.&lt;br /&gt;
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==The Construction Coalition==&lt;br /&gt;
When it comes to the construction guild of the Hegemony, no word describes it better than coalition. While other guilds merged into large single organizations, the construction guilds located in every city of Moghes did not. Instead, they opted to form a loose democratic esque federation, still headed by a guildmaster, but with significant power granted to chapters and their chapter administrators. Because of this, the Construction Federations Guild charter is one of the most unique within the Hegemony. Originally denied by Hegemon S’kresti, when Not’zar became Lord-Regent, he approved the Guild’s charter, the first ever of its kind.&lt;br /&gt;
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While most other guilds have their guildmaster position as a title which is passed down similarly to lands, the construction coalition does not. Instead, the position of guildmaster is an elected one, with every chapter administrator getting a vote. In total there are 34 chapter administrators across Moghes, and their positions differ from most others in that it is an inherited title, one that the guildmaster cannot remove without the consensus of all other chapter administrators. In the event of a tie for any vote, the vote is redone until a majority is reached. The current Guildmaster of the construction coalition is Turiz Gurnitiza, who has been leading the guild for the past 15 years. His tenure as guildmaster has been a prosperous time for the guild, where in the aftermath of the contact war much of Moghes needed to be rebuilt, and the construction guild was there every step of the journey, rebuilding the decimated territories of the Hegemony. While Hephaestus also had a hand in this rebuilding effort, due to the company floundering until recently, a vast majority of projects were handled by the Construction Coalition. While this has given the construction guild significant income, the labor intensive building and scope of their operations has resulted in them not truly becoming rich, as much of their wealth goes directly back into the millions of workers under their employ. &lt;br /&gt;
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The runner up in number of guildsmen throughout the Hegemony, the construction guild had so many members underneath its banner that before becoming a Hephaestus subsidiary, without taking hundreds of jobs a month, the guild would not have enough credits to pay its members. In a strange turn of events then, after being reorganized as a subsidiary, the Construction Coalition has begun to turn its reputation around. With the backing of Hephaestus, the Coalition has been able to properly pay its guildsmen for the work they complete, allowing more time for jobs to be completed. This has resulted in a pressure to complete jobs by an unreasonable deadline being removed from the Chapter Administrator’s shoulders, and slowly the quality of work done by the construction coalition has been going up. Extra funds for training has also contributed to this, but mainly, it is that they no longer truly need to worry about ensuring all guildsmen are paid. Originally competing with Hephaestus Industries, the construction coalition and its bulk forced Hephaestus to take specialized contracts that require more technological aptitude and training, while they stick with plentiful, basic contracts that do not need the same degree of skill. Since their incorporation as a subsidiary however, both have found that this system works rather well, and have continued with their good natured rivarily. Though not unlike the Miner’s Guild, the Construction Coalition finds itself slowly shifting into a teaching role, where it instructs new engineers and specialists, before they go on to work for Hephaestus directly.&lt;br /&gt;
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===Holdings===&lt;br /&gt;
Being a guild which builds things, the Construction Coalition has no notable holdings of its own, and very few holdings in general. Their holdings are limited to scattered warehouses and administrative centers across Moghes, not really in one place.&lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
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====Builders of Nations====&lt;br /&gt;
The Builders of Nations is a very aloof sounding title to one of the most simple chapters within the Construction Coalition. As surely as Sinta require food, they need housing, and the Builders of Nations construct housing. The biggest chapter of the Coalition, they suffer the most from the results of their size, cutting corners to finish contracts early and ensure there is enough to pay its members. Shoddy workmanship has become the norm for the Builders, and it’s unclear if any of their structures will stay standing more then a few decades without maintenance. Still, a constant need for housing on post contact war Moghes ensures that the contracts keep coming, despite the reputation the chapter is gaining.&lt;br /&gt;
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====Castle Constructors====&lt;br /&gt;
The polar opposite of the Builders of Nations, the Castle Constructors build the homes of the Hegemony&#039;s Nobility, and do it well. With fewer contracts to keep up with, the Constructors have no need to cut corners to finish by deadlines and can merely extend the work if need be. It also helps that their contracts are lucrative, being paid top dollar by those in the Hegemony who can afford the best. In more recent times as the demand for seats of power has lessened, the Constructors have turned to helping the Hegemony project power; constructing military bases, outposts, and all the buildings an army needs to function with the same level of skill they applied to castles. They can be found aside Kataphracts or Watchmen putting up barricades or walls, and are responsible for most of the fortifications built since Not&#039;zars ascendancy to Regent, then Hegemon.&lt;br /&gt;
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==Junzi Electric==&lt;br /&gt;
Founded by the Junzi clan under the Second Hegemony, Junzi Electric is the oldest current guild still in existence. Dating back more than 400 years, it has remained a constant throughout the turbulent history of the Unathi species. While much of its history was lost in the fires of the contact war, the farthest back evidence of its existence dates to 1934, when the Junzi Clan was asked by the ruling Hegemon Azyi Sarakus to assist in his great endeavor by managing the construction of coal power plants around the Skalamar area, and hydroelectric dams within the Tza Prairie. It is debated by modern day historians if the Junzi managed a guild at this time, or were just landed nobility, as the guilds were repressed by the Sarakus. Several other records have been found from that period, contracting the Junzi Clan, sometimes referred to as Junzi Electric, to construct and lease further power plants across Moghes. The first real document that has been found in recent years referencing Junzi Electric is a decree from the Izweski clan, signed shortly after the ceasefire that ended the war with the Honored Alliance. It stated that the Izweski would continue to recognize and work with Junzi Electric as the primary electrical provider within their lands, leasing a majority of power plants to them as part of their reforms to empower the guilds. Since then, Junzi Electric has been definitely present within the Hegemony, supplying the ever increasing demand for electricity as the Hegemony advanced. By the time of first contact, it was Junzi Electric who ran and oversaw the first of the fusion generators constructed on Moghes, and the first power plants installed into Hegemonic Vessels. Today they hold a deathgrip monopoly over electricity within the Hegemony, running nearly all power plants, and holding the knowledge of how to distribute it close to their chests.&lt;br /&gt;
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The current guildmaster of Junzi Electric is the hot-headed Rakul Junzi, but he is guildmaster in name only. Never having worked with the guild, and only having the position due to his inheritance, the decision maker for Junzi Electric is a senior guildsmen, Takon Eduruk. Born a peasant, Takon worked his way up through the guild hierarchy through hard work and some guile, becoming a trusted assistant of the former guildmaster, Rakul’s father, in the early 2450s. Though Takon was never seen as a true leader, following the death of the former guildmaster and Rakul inheriting the position, Takon used the young guildmasters inexperience as a weapon against him, and with the help of many chapter administrators, fearful of losing profits or their positions, managed to center decision making power within the guild around himself and several other senior guild members. While much of the nobility gag at the thought of a peasant having as much power as Takon, Junzi Electrics position within the Hegemony makes them a necessary partner for most lords, even the more traditionalist. The cover for this open secret is that Takon is simply another trusted advisor to Rakul, as he was for Rakul’s father, however, when push comes to shove, Takon can do what he likes with the Guild, and Rakul can only fume.&lt;br /&gt;
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Junzi Electric holds a monopoly as the primary electricity provider for Moghes, from the plants, to distribution, to the wiring in a house. Due to the massive scale that power generation entails, chapter administrators are given significantly more freedom to find work for themselves than with other guilds, essentially each administrator running his own chapter with minimal input from the guild. Even further down, the Fishers for each chapter halls are given significant power within their own cities, able to freely negotiate work with other guilds, or the inhabitants of the city. This means that a Halls Fisher is free to price electricity as he likes, manage his own power grid, and ensure that power is brought to the people within his city. The Guild instead focuses on the Hegemony-wide power grid, managing the plants, constructing new generators, and ensuring power flows across the lands to where it is needed. This has led to a divide within the guild, where chapters based within cities or areas and focused more on the minutia differentiate themselves from those who work closer with the guild administration, managing the larger power-grid. Many have taken to calling this divide the “city-guild split” referring to a chapter as a city chapter or a guild chapter depending on their specialization. No matter which chapter a guildsmen falls into though, each is paid on a salary system, earning credits for the total amount of hours worked bi-monthly, with minimal yearly bonuses.&lt;br /&gt;
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The scarcity has barely impacted Junzi Electric, surprisingly. This is attributed to the more primitive means of electricity production, unlike most highly developed cities and planets, Moghes has no Phoron Fusion plants to be impacted by the scarcity, instead relying on the less technologically advanced fission, or fusion plants. Junzi Electric even still has many coal fired power plants in operation around Moghes. This near zero impact has been a blessing to the Hegemony, currently struggling with many other issues resulting from the scarcity. Takon Eduruk is not blind to the fact the scarcity could have been a massive issue for Junzi Electric, and so has since thrown much of the guild&#039;s credits into ensuring a reliable power grid in the event of any scarcity affecting the spur. One part of this effort is his attempts to give guildsmen more experience in electrical matters, striking deals with both Hephaestus Industries and Zavodskoi Interstellar to contract his guildsmen out to them for work outside of the Hegemony. These guildsmen can belong to any chapter, and tend to work as engineers for their temporary mega corporate bosses. Until, eventually, they became their permanent mega corporate bosses.&lt;br /&gt;
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Junzi Electric, the oldest guild in existence, had finally fallen to another. Now a subsidiary to Hephaestus Industries, Junzi Electric found itself in a strange position. They had a monopoly over something that not even their parent company did on Moghes, and yet relied on them to bail them out of a rapidly deteriorating situation only because they could no longer transport the fuels needed for their power plants. So, unlike the rest of the Guilds, Junzi Electric barely even noticed the shift from independence to becoming a subsidiary, the only real difference for the guild being access to more funds to further fortify the Hegemonic power grid, making it into a reliable and effective system. Hephaestus has not yet had the time to truly utilize Junzi Electric, and only time will tell if they can find a way to do so.&lt;br /&gt;
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===Holdings===&lt;br /&gt;
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====Skalamar&#039;s Light Bulb====&lt;br /&gt;
A name coined by Unathi peasants shortly after its construction, Skalamar&#039;s lightbulb is a set of fusion power plants constructed shortly after first contact in close proximity to one another which provide power to the capital. They were constructed with the help of outsiders from the Solarian Alliance and Nrralakk Federation, but have since been run by the guildsmen of Junzi Electric. While not as advanced as the Phoron Fusion plants used by much of the spur, the Hegemony’s relative lack of power consumption has made them reliable and sufficient power generators. They have run without significant incident since their construction, the only scare being during the contact war where they were shut down as atomic fire bathed the planet. Today they still provide power to the capital of the Hegemony, and are seen as a choice assignment for any Guildsmen within Junzi Electric, overseen from the Fusion Controllers Chapter Hall 1.&lt;br /&gt;
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====Oket&#039;s Remains====&lt;br /&gt;
Named after the now destroyed city of Oket, Oket&#039;s Remains is a fission power plant that was in between Razir and the now destroyed city. It was damaged during the contact war, and has since been constantly repaired in order to ensure it remains operational. It provides much of the power used in Razir, as well as portions of the power used in the cities of Jaz&#039;zirt and Teht; Junzi Electric calculated that replacing it and all the powerlines for those three cities would be more expensive than simply constantly repairing the plant. However, as a result of these constant repairs, the plant is notoriously unstable, prone to swings in reactivity and temperature. It is unclear if one day the plant may have a melt down, and spread the wasteland even further.&lt;br /&gt;
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====Ura Dam====&lt;br /&gt;
Located in a pass just to the north of Ura&#039;Mastyx, the Ura dam was one of the largest construction projects ever undertaken by Junzi Electric, with work believed to have started shortly after the ceasefire with the Honored Alliance. It was completed in the early 2200s, and has since remained one of the largest sinta-made structures on the surface of Moghes. It blocks one of the primary rivers that carries snow melt down from the peaks surrounding the Tza Praire, though in recent years this river has been shrinking as climate change from the nuclear holocaust of the contact war infringes on it’s cycles. The dam is well known outside of the guild for carrying the only rail-lines that cross the mountains to enter the Tza Prairie, with any who travel there need to cross it. &lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
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====The Wirer’s Chapter====&lt;br /&gt;
The Wirer’s chapter is the biggest chapter within Junzi Electric, and being a city chapter, has one of the simplest jobs. With halls in every city across Moghes, they have the responsibility to ensure that a city&#039;s power grid is effectively bringing electricity to the homes or businesses of its inhabitants. Guildsmen of the chapters maintain and create both the large main bundles that jump along poles or run beneath streets, as well as wire individual houses and apartment blocks where they work closely with guildsmen of the Construction Coalition. The wirer’s guildsmen also sometimes ventures out into more rural areas near whatever city their specific chapter hall is located in, but does this with irregularity, causing the more rural populations to have an unstable power grid, both within their homes and within their towns. Due to their massive size and prevalence across all of Moghes, nearly every chapter hall will have a Fisher assigned to it, with the overall Chapter Administrator having more of a hands off approach then others.&lt;br /&gt;
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====Fusion Controllers====&lt;br /&gt;
The grandest of all the chapters of Junzi Electric, the Fusion Controllers are the guild chapters incharge of the construction and management of the scattered fusion power plants across Moghes. While small in number compared to the more numerous fission or coal fired power plants, the fusion plants require a highly skilled set of guildsmen to run and maintain them, causing those in the fusion controllers chapter to be considered the best of the best within Junzi Electric. Becoming a member of the chapter is extremely difficult, and each guildsmen may take one 2 apprentices a year due to the high rate of failure for those attempting to join. Takon Eduruk has taken measures to ensure the chapter is consistently staffed, by sending off well performing guildsmen to be educated in the ways of fusion reactors in human space, primarily the Republic of Biesel. These guildsmen are then inducted into the chapter upon the completion of their education, and sent to work. Due to the limited time this program has been run for, very few guildsmen have made it back to Moghes from the Republic, but as a fact of their education, have been hired as contracted engineering apprentices or engineers by many of the SCCs companies as they work towards their degrees.&lt;br /&gt;
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==The Keepers of Heirlooms==&lt;br /&gt;
The Keepers of Heirlooms, or the Bard’s Guild, is the guild that had undergone the least amount of changes following First Contact, remaining very simple in its purpose until 2465. Arguably the most prestigious guild to be a part of, their primary purpose is entertainment and storytelling, with a broad focus on developing any type of communication skills. There has always been a large cultural significance to the Keeper’s and their activities for Unathi as a whole, and the expansion of the Extranet to Moghes has only caused this significance to explode. As Sinta have found it easier to locate stories, music, heirlooms or other forms of entertainment from the Keeper’s, more and more apprentices have flocked to the guild, to try and make their living as an artist. Currently the keepers are led by Vizaru Hukali, who has been guildmaster since 2440. Vizaru has been one of the primary forces behind the expansion of the Extranet within the Hegemony, seeing it as a way for all Sinta to be able to access their culture, and her guild&#039;s work. Under her direction, the Keepers have sponsored several websites which have digitized popular stories and oral histories of Unathi, so that they may never be lost again in times of strife such as in the Contact War.&lt;br /&gt;
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After 2465, and the incorporation of the Keepers as a Hephaestus Subsidiary, the Guild now has a secondary focus as an arm of the Hephaestus propaganda machine. Like most others, the guild had to accept Hephaestus’s offer to become its subsidiary or eventually be forced into dissolution, and when Guildmaster Hukali weighed the scales, and viewed that her guild being able to continue its work was worth the price of the surrendering the truth to Hephaestus. In an attempt to foster if not goodwill, at least tolerance, Hephaestus tends to take a hands off approach to the Guild&#039;s operations in most regards, except for the Sinta Articles chapter.&lt;br /&gt;
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The guild, while unorthodox, trains its members to be proficient in a variety of modern occupations if they wish it. The capacity for charisma and the talent of talking are taught here, thus anyone aspiring for an Executive Officer position may set their gaze on learning here. Even more meager professions in comparison, such as chefs, bartenders, and even liaison&#039;s get their training here. Nobility are often sent here for a general education before moving somewhere else tailored for their desired occupation. However, due to the very nature of the guild, the Keeper’s had the requirement to provide employment to members dropped from their charter, and each member must find their own work using the skills taught to them as apprentices. Many become rich doing this, while many others walk the fine line between poverty and financial stability.&lt;br /&gt;
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The headquarters of the Keeper’s of Heirlooms is Res&#039;karum, a city located up in the mountains. The scenery is said to have inspired the aspiring musicians and orators of the first members of the guild, hence its extraordinary location. While guild halls belonging to this organization can be found across Moghes, the most prestigious is located there. It is said that the fickle grace of Galzifrax himself saved the city from destruction during the Contact War.&lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
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====The Scourn of Skalds==== &lt;br /&gt;
Skalds occupy an interesting spot in society for Unathi. Not considered as battle hardened as Kataphracts or as pious as the Divine Paladins of the Warrior Sk&#039;akh, they do have one leg up in comparison to renowned warriors: skalds are incredible leaders. Said to lace their words with the might of their god, skalds urge others into battle and lead the charge ahead of them, inspiring bravery, courage, and fearsomeness. Nobility that cannot manage to become a Kataphract wind up here more often than not as the skills of a leader come in handy just as much as being the best in the troop.&lt;br /&gt;
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====Poet&#039;s Precinct==== &lt;br /&gt;
Wordsmiths by trade, the Poet&#039;s Precinct gets its name from being a historic block of houses and shops that were occupied exclusively by members of this charter, back when Res&#039;karum was a budding town. No &#039;outsiders&#039; of the charter were allowed in for centuries, and it is said the poets spoke their residences and buildings into being. While the actual history is a bit murky, the blocks belonging to this charter are painted and colored in dazzling palettes with stunning and unique architecture. It gives traditional buildings a fresh coat of paint, literally, and makes one aspire for the old ways, which is exactly what the Poet&#039;s Precinct believes in.&lt;br /&gt;
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The Poet&#039;s Precinct aspires to the idea of oratory storytelling, and while not opposed to it, they still slightly shun the idea of logging everything they know. Poets here move on to write incredible playwrights, books, write movies, or even move to popular spots for filming such as Venus. A poet is valuable, especially for public figures. Having someone write speeches or check your own is useful when every mistake you say can be used against you. Some poets even move onto influential fields like law.&lt;br /&gt;
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====Sinta Articles====&lt;br /&gt;
The Sinta Articles did not always start prestigious. During a time when bards were mocked and scorned, these lowly orators would travel from town to town and pray that the news would be worth enough coin to allow them to ride to the next. It wasn&#039;t until their services as messengers specializing in certain fields became more of use— a poet mentioning the next town over has a shortage of food and would happily buy, a singer making a dangerous journey to warn of a spreading illness, or a skald rallying villagers to fight off bandits— these local stories and messages were the beginnings of what would evolve into a modern, intergalactic press: the Sinta Articles. Once a bastion of Hegemonic thought, it has since been turned into Hephaestus’s main propaganda source within the Hegemony. Corporate officials edit, reword, and approve every article, ensuring that it presents the company in the best light. Those who do not conform find themselves unceremoniously laid off from the guild, left to fend for themselves.&lt;br /&gt;
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====Aosr&#039;s Chosen==== &lt;br /&gt;
Considered to be like Shaman of the Stars, Aosr&#039;s Chosen are often devout followers of Aosr despite the guild being unaffiliated with any particular religion. The spirit-god&#039;s realm of nature means he is a potent muse for this collection of painters, sculptors, potters, and other artists that work with traditional materials. Embracing a path very different from a bard&#039;s, Aosr&#039;s Chosen choose to tell stories in non-auditory means through whatever medium they prefer. A vase with vibrant and aggressive colors covered in cracks; a panel of paintings showing change over time; a sculpture that shows a snapshot in time of a child: all of these aim to evoke the feelings of a story without a single word being uttered or spoken. After all, if a bard aims to tell a story, what better way than through a picture worth a thousand words?&lt;br /&gt;
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===Notable Members===&lt;br /&gt;
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====T&#039;zikayal Huzini====&lt;br /&gt;
[[File:Replacement_Image.png|thumb|right|A digitized copy of &#039;&#039;A Mountain View&#039;&#039;, the painting that would catapult Huzini to fame.]]&lt;br /&gt;
Born to a peasant family on the outskirts of To’Ha’Dat, Huzini is one of the most famous members of the Bard’s Guild, and one of the most famous Unathi artists to ever live. A painter since he joined the Bard’s Guild, he is most well known for his works of landscapes or structures. His most famous work which catapulted him to fame, &#039;&#039;A Mountain View,&#039;&#039; an enamel painting that was done atop the highest peak north of Ura&#039;Mastyx looking out over the Tza Prairie. As a Th’&#039;kh-worshiping Sinta, he used the religious hues of yellow and purple to great effect and was praised by Th’akh nobility. The painting currently resides in Azui Hutay&#039;zai&#039;s estate, after he purchased it to the tune of twenty million credits. Since then, Huzini has painted many other landscapes, including &#039;&#039;A Village Tuned,&#039;&#039; a water color of the city of Baandr which sold for twelve million credits to Mizaruz Izweski; &#039;&#039;Rivers Flowing&#039;&#039;, an oil of several of Res’karum&#039;s waterfalls crashing into each other with a brilliant use of color; and his second most famous painting, &#039;&#039;Izweski&#039;s Power&#039;&#039;, an oil painting of the destroyed Sk&#039;akh Scept, as seen from the streets of Skalamar, which is currently on display in the Citadel’s throne room after Not&#039;zar purchased it for seventeen million credits. &#039;&#039;Izweski&#039;s Power&#039;&#039; broke from his previous paintings by including people instead of just objects. Not&#039;zar has said he keeps the painting near his throne to “remind him of the trappings of power.” Huzini&#039;s location is currently unknown, as he has ventured out into the Wasteland to find inspiration for his next piece.&lt;br /&gt;
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====Razkulal Shiak====&lt;br /&gt;
Originally from a land that was part of the Traditionalist Coalition, not much of Shiak&#039;s previous life is known, as well as his current life. He appeared one day at Camp Integrity, offering to sculpt a statue using equipment he was carrying on him, of the Captain of the Guard there in exchange for food and a place to rest his head. The Captain, intrigued, accepted, and allowed the Wastelander to stay for two weeks while he worked. The end result is considered by scholars to be one of the best to ever be created by a Unathi, half-hard marble combined with sand and wood turned into an ash glaze, showing a different side of the Captain in every direction. The texture of the sculpture would erode away in the rough Wasteland wind, making it seem much more worn than normal, like the captain it represented. The sculpture can still be found in the center of Camp Integrity. Similar stories were heard along the outskirts of the Hegemony, a strange Wastelander coming into town and sculpting the most beautiful portraits of Sinta. Eventually, Shiak would be found by the Bard&#039;s Guild and offered a full-time position— whenever he is around— which he accepted. He still wanders the Wasteland, sculpting whoever he pleases and not taking requests for payment from the many nobility who wish to hire him. Being picked by him to be his next inspiration is considered a high honor, and many Sinta will remain with him for weeks while he completes their portrait&lt;br /&gt;
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==The House of Medicine==&lt;br /&gt;
Founded originally by Clan Azyi, The House of Medicine is the only majority women&#039;s guild within the Hegemony, focused on as the name suggests, Medicine. Based out of the University of Skalamar where it has its guild hall, it trains all future doctors within the Hegemony. The current guildmaster of the House is Tayuka Ruizi, who has been leading the guild since 2654. She has overseen the house for about ten years, and has been a proponent in its expansion of care across Moghes. Being a student at the University while majoring in medicine is considered to be an apprentice of the House, and to graduate is to become a member. Being a member of the House of Medicine is the equivalent of being a doctor in human nations. While other guilds have much more control over their guildsmen and their work, the House of Medicine only leaves working directly for it as an option a guildsmen could take. Many other guildsmen of the House end up working directly for lords and ladies of Moghes as personal doctors, or for Mega Corporations such as NanoTrasen and the PMCG.&lt;br /&gt;
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However, the House does offer employment for its members, as it is required to by charter. The House runs all hospitals within the Hegemony, and employs its members within them. These hospitals are entirely found within cities, and are all considered to be different chapters. Big cities such as Skalamar which require multiple large hospitals will have several chapters within the City. Chapter Administrators who run the hospitals have total control over their buildings, but regularly work with those administrators also in their cities to provide care to the population. Hospitals under the House will often have specializations similar to hospitals in the rest of the spur, and shuttle patients around as seen fit. These hospitals are considered to be the best on the planet, almost on par with extremely poor hospitals in human space. However, as the almost sole supplier of medical treatment on the planet, the House can set the price of medical care across the Hegemony, and has set it high. Unathi have nothing like the insurance systems of developed human nations, and so every procedure needs to be paid “out of pocket” so to speak. Most guilds will take a percentage of pay out of their members paycheck for a fixed time and cover injuries sustained while not working, and cover all injuries sustained working. While this makes costs significantly cheaper than most human hospitals, with an average Horizon crewmember able to afford a high end procedure with a few years of paychecks saved up, but for populations like the rural peasantry who are either poor or don’t use credits medical care at a House hospital is too high a bar to reach. These populations instead rely on local slum or village healers, or the rare IAC doctor not located in the Wasteland. These healers sometimes have House accreditations, but more often than not operate illegally outside of the guilds. While the House has been lobbying for the Watch to crack down on this behavior, many of the peasant watchmen are from the communities that make use of these healers, and will turn a blind eye whenever possible.&lt;br /&gt;
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The scarcity has hit the House of Medicine hard, with liquid phoron being an important ingredient in many medications. They have found themselves facing shortages of critical medications, and what remains has been set aside for the nobility or patients on the verge of death. Combined with this shortage, the House is responsible for determining the daily allotment of calories a Sinta should get as part of food rationing, before their numbers are taken to the Master of Rivers for their implementation across the Hegemony. Many peasants grumble or outright accuse the house of fudging the numbers, stacking them in favor of the nobility to ensure that the food remains in their hands. No proof has come of this, but being a women dominated guild has not helped matters as they are seen to be more prone to dishonesty.&lt;br /&gt;
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Eventually, as all the other guilds did, the House of Medicine had to fold before the will of Hephaestus, becoming a subsidiary corporation. Unlike nearly all the other corporations which were reorganized, Hephaestus Industries really did not have a plan for what to do with the House of Medicine. They were not in the medical business, but now had a guild which was underneath them. So, Guildmaster T’zakal eventually decided to use the House of Medicine only minimally(after all, leaving it as it was still feeds the profits into Hephaestus), as corporate healthcare provides. Now all guildsmen within Moghes get their corporate healthcare plans with discounts only for the House of Medicine, which has seen an influx in it’s workload, prompting a limited amount of expansion for the Guild, causing it to resort to paying foreign companies for training as it needs the money it would have for training elsewhere. These foreign companies are commonly other Megacorporations, most notably NT and the PMCG, who train these doctors in return for their services for a set period of time with lower wages, creating a win-win for both the guild and its mega corporate partners.&lt;br /&gt;
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The only other medical providers within the Hegemony are the IAC and the K&#039;lax Hive, both of whom the House shares a less than cordial relationship with. The K&#039;lax Hive and their gene clinics pose a threat to the endless prescriptions of radiation medicine the House provides to those afflicted by the contact war, and have been the target of several smear campaigns painting the K&#039;lax as evil and unknowable doctors. The IAC has not fared much better, but has kept a majority of its medical staff in the Wasteland where they are more needed to assuage the political sensibilities of their fellow doctors.&lt;br /&gt;
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===Holdings===&lt;br /&gt;
====Skalamar Hospital 3====&lt;br /&gt;
The biggest hospital ever ordered by the Guild, Skalamar Hospital 3 is considered to be the second seat of the guild behind the University of Skalamar itself. Originally constructed during the contact war to help deal with an overflow of injured levies from the meat grinder it had become, the hospital has space for tens of thousands of patients, and some of the best equipment purchased from the rest of the spur. It was formerly managed by now Guildmaster Ruizi, and its chapter master is seen as the heir apparent for the title of Guildmaster. Due to its immense size, it is not actually constructed within the city of Skalamar itself, instead a short 10-minute train ride from the central rail station. It currently houses only the extremely injured who are in need of constant care and has not even hit half of its capacity since the conclusion of the contact war.&lt;br /&gt;
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====Baandr Alchemists Center====&lt;br /&gt;
Near the center of Baandr is the heart of the Alchemists chapter, a research center where doctors search for new medicines. Its main focus is on medicines that fix genetic damage or hold off the rays of radiation for a time. While they have not yet met with much success, the House still pours credits into the center in the hope that they may find a solution to the Hegemony’s problems with the Wasteland before the world is terraformed. No specific chapter administrator manages the center, instead, it is directly managed by the Guildmaster, with chapters sending their best and brightest to it.&lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
====Military Hospital Chapter====&lt;br /&gt;
As the Hegemony will always need doctors for its armed forces, so the house provides. In times of peace this means for the Navy and Kataphracts, and in times of war assigning doctors to march alongside the levies. This has resulted in the chapter’s guildswomen fluctuating with regularity, as doctors are moved to and from the chapter as the Hegemony demands. The House is compensated well for providing these doctors, with war being a profitable business for them. Some chapter halls of the Military Hospital Chapter have reached planet-wide fame from actions in the contact war, such as Hall 7 who saved countless lives during the during the Siege of Bahard, and Hall 15, who earned their infamy in the Battle of Eastern Wastes, where traditionalist artillery assumed their tents to be storing ammunition and pounded them into the ground. &lt;br /&gt;
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====Alchemists Chapter====&lt;br /&gt;
The Alchemists Chapter of the House provides one of the most important functions for it, the production and distribution of medicine. Still called Alchemists instead of the more modern pharmacists, these educated doctors mix the elixirs and pills that keep the radiation sickness at bay for much of the planet’s population, or help to repair damaged tissue. Since the onset of the scarcity the Alchemists have had less and less work to do as the phoron needed for many of their medications runs dry. The House has instead started to contract them off to megacorporations such as NanoTrasen and the PMCG, who officially employ them. However, should the scarcity end, these alchemists will return to Moghes quickly, once again taking up their old roles in the House.&lt;br /&gt;
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==The Fishing League==&lt;br /&gt;
The largest guild within the Hegemony, the Fishing League is a behemoth of food production, churning out tons of foodstuffs a day. While local villages and nobles have their own food production centers, mainly aquaculture farms which run outside of the aegis of the Fishing League, the vast majority of food produced within the Hegemony is produced by the Fishing League, whether it be on Ouerea or Moghes. However, due to the post-contact war environment of Moghes, no matter how much the fishing league produces, it will never be enough to feed the remaining population.&lt;br /&gt;
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Despite being the largest guild within the Hegemony, the Fishing League is incredibly centralized, with chapter administrators having very little decision-making power when compared with other guilds. This is primarily the work of the current Guildmaster, Rizark Eizde, brother of Lord Eizde, ruler of Teht. After the contact war Rizark used his brothers position ruling over a city known for extensive fishing guilds to conglomerate those that remained across all of Moghes, establishing the Fishing League three years after the last traditionalist stronghold fell. Rizark was a thinker ahead of his time, and realized the threat the encroaching radiation blasted surface of Moghes now posed to the food supply for the surviving nation, and refused to allow over-use to destroy what food sources were left on the planet. He established strict regulations for the guild to ensure that food sources could naturally replenish instead of being fished dry, and lobbied with coastal lords to crack down on illegal fishing by peasants. He also invested much of the guild&#039;s credits into aquaculture research and construction, seeing fish farms as a more stable alternative to traditional fishing. This research and construction has been operating at a slow pace, until the recent scarcity and specter of famine caused the Hegemony to kick open their coffers for the Fishing League.&lt;br /&gt;
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Never a rich guild, the fishing league has always struggled with money due to their sheer size as well as the nature of their work. Being a relatively low skilled position, regular guildsmen are only slightly better paid then peasantry, and seen by many as not being “true” guildsmen, such as those who work within Junzi Electric or other guilds. This has however recently changed, as the spur wide phoron scarcity makes the importation of food to the Hegemony difficult, and famine looms over the small stellar empire. The Hegemony has kicked open its coffers to the Fishing League, resulting in a flood of credits and work for them, both on Moghes and expanding food production on the colony world of Ouerea. The League has also begun to be granted a significant number of forced laborers by Hegemonic Nobility, criminals who must work off their sentences without pay for the betterment of the Hegemony. Many of these laborers are sent to Ouerea, where their presence causes friction with long time guild members as well as the local population. Despite this though, the guild eagerly takes as many laborers as they can get their hands on, needing them to supplant the workforce as they rapidly expand operations. This expansion has continued under Hephaestus, as the megacorporation looks to the production of food the same way it looks to the production of all other things. On a massive industrial scale, producing the most amount of product for the least amount of work and material. Aquaculture is slated to be massively expanded in the coming years, even more so than originally planned, with help from the K’lax Hive to genetically edit certain animals to be more profitable for the guild. There are even rumors that Hephaestus may begin cutting down the jungles of Ouerea for plantations of non-unathi foods for export to the rest of the spur, though they remain unfounded.&lt;br /&gt;
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===Holdings===&lt;br /&gt;
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====The Fishery====&lt;br /&gt;
Simply called the Fishery within the League, Ouerean Aquafarm 16 was the first of many planned massive aquaculture farms to be constructed in the wake of the phoron scarcity and the famine it has threatened the Hegemony with. Constructed by Hephaestus Industries and then sold to the Hegemony, it was purchased by the Fishing League outright in 2465 after Hephaestus’s expansion within the Hegemony.. The Fishery is capable of outputting tons of food every season, with patties on different growth cycles to ensure a constant stream of fish is harvested, instead of all in one season. The best and brightest of aquaculture scientists are assigned here, under the Ouerean chapter to ensure the stability of this new food supply. Suggestions from K&#039;laxan Queen Leto for these scientists to invest in fish germline splicing with the goal of increasing size and protein have been widely ridiculed by members of The Fishing League, who at first denounced the suggestion as &amp;quot;dangerous tampering with nature&amp;quot; and &amp;quot;certain to incur the wrath of the Spirits,&amp;quot; preferring instead to employ traditional methods, despite the Hives assurances it would help alleviate the famine. Eventually though, at the urging of Hephaestus Industries looking to make a profit, they agreed to allow half of the patties to contain genetically altered fish, as a test case to see what would happen.&lt;br /&gt;
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====Teht Docks====&lt;br /&gt;
When looking at the city of Teht from above, most of its coastline is dominated by gray concrete that stretches out a short distance into the ocean. These slabs of concrete make up the Teht docks, and nearly its entirety is owned by the Fishing League. Once constantly busy, in more recent years due to overfishing the docks have dropped in activity, as the League slowly tries to move away from exploiting the Moghesian Sea in favor of aquaculture farms. There is still much activity on the docks though, as remaining trawlers return from the sea to transfer their goods before heading back out. The docks have also become heavily guarded as the crates of fish are now a lucrative target for criminal elements within the city. The responsibility of guarding these docks falls to the local city watch, whose Lord happens to be the brother of the League’s Guildmaster, ensuring there are always enough men for the job.&lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
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====Ouerea&#039;s Catchers====&lt;br /&gt;
A rapidly expanding chapter, Ouerea’s Catchers is composed of all League guildsmen working on the planet of Ouerea, no matter their specialty. Originally just fishermen in the Trizkizki Sea, it now also includes aquaculture experts, ranchers, and even K&#039;lax gene tailors, all on top of a bed of newly transferred forced laborers. This rapid expansion has caused tensions within the chapter and with the colony world on which it works, as many different groups now find themselves having to work towards a common goal for the preservation of their people. The chapter administrator has many times pleaded to Guildmaster Eizde to split up the chapters, but Eizde sees more chapter administrators as a threat to his stranglehold of control on the guild and has instead opted to keep things the way they are. This direct control is not without its upsides, however, as despite so many different specialties working under the same chapter there have not been many delays in production, and the League is still on track to turn Ouerea into the food production center of the Hegemony. This chapter is currently experiencing a split, as the workers of Aquaculture farms look down on the regular fishermen, who hate the Aquaculture farmers for &lt;br /&gt;
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====Aquaculturists====&lt;br /&gt;
The Aquaculturists chapter of the League, as the name implies, specializes in the management and harvest of aquaculture farms. Due to the reforms of Guildmaster Eizide the chapter saw a significant amount of funding diverted to it for expansion of operations and further research into aquaculture. They did much with this funding, slowly siphoning away the need for overfishing in Moghes’ oceans, much to the dislike of other chapters which relied on that need. However since the specter of famine now looms over the Hegemony, the Aquaculturists now find themselves a shrinking chapter, as more and more of their number are transferred to Ouerea to manage the massive aquafarms being completed there every month. Those that have remained on Moghes continue their duties same as always, managing what little food production the radiation blasted world has left for as long as they are there. This chapter has seen a massive expansion since the guild became a subsidiary of Hephaestus, as the megacorporation applies &lt;br /&gt;
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====Hooks of Teht====&lt;br /&gt;
A shrinking chapter, but still by far the largest in the League, the Hooks of Teht are focused on the Unathi art of fishing as their ancestors did, on the oceans of Moghes. While they have since replaced their hooks with nets and sailboats with trawlers, they carry on a culture that has been around for thousands of generations before first contact, and will probably be around thousands of generations after. Yet they are still finding themselves with less and less work as regulations on overfishing and a move towards aquaculture dominate the League. Still, it is not like they will find themselves out of a job, as there will always be a need for food, and the Hook of Teht will always provide.&lt;br /&gt;
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==The Fighter&#039;s Lodge==&lt;br /&gt;
Stereotyped, some would say accurately, as a war-loving species, Unathi have martial traditions ingrained into the very foundation of their culture, having fought each other relentlessly for most of their history. This conflict has become monetized and professionalized by the Fighters Lodge, a guild of warriors unaffiliated with landed nobility, and the Izweski Armed Forces, who can be hired by other guilds or landed nobility to supplant whatever forces are available to them. The Lodge goes to extreme lengths to remain independent from squabbling noble clans, even so far as to have it written within their charter that they will not accept contracts to fight on any noble&#039;s side against another member of the landed nobility. Due to this stipulation, they are primarily hired out as security guards for holdings, whether it be a Guildhall or Clan’s castle; or hired to supplant local law enforcement. These contracts can be made in mere minutes in the event of emergencies, with many lords striking quick deals with their local Lodge chapter outposts in the event of riots or peasant revolts.&lt;br /&gt;
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The Fighters Lodge like most contemporary guilds was created by a conglomeration in the years that followed the contact war. The current Guildmaster, Guzhari Sirax, nephew of Lord Trikzara Sirax, ruler of Skalamar, has seen that it has a very different organizational structure from other guilds. Being born into clan Sirax, Guzhari had an intricate knowledge of outside entities by the end of the contact war, where he himself led troops under the banner of his clan. He was fascinated by stories of human Private Military Companies, particularly Necropolis Industries and the companies which formed it. He envisioned a group of Unathi organized along more corporate lines who could provide unaffiliated peace and security, above the politicking nobility. Using the position of his clan, he quickly rose through the ranks of his local warriors&#039; guild, becoming Guildmaster and amassing the remaining guilds underneath him, before launching a set of massive changes to the structure of the Lodge.&lt;br /&gt;
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Instead of the standard chapter system of guilds, Guzhari set up the Lodge along standard human corporate lines, with each chapter being a wide department, and their administrators being more akin to chief directors of human companies. These chapters have no halls across Moghes, as all chapter administrators work out of the Lodge’s guildhall, located in Skalamar. Instead, chapters will have “outposts” in cities of interest to them, where the landed lords or their representatives can go to offer contracts or speak with the guild. These “outposts” are run by senior guildsmen who have the authority to negotiate and speak on behalf of the guild, taking contracts as they see fit. The implementation of these reforms was not an easy affair, as Guzhari had to sack many chapter administrators and completely change the flow of the guild in a way no Unathi had yet. He found himself recruiting peasants who had fought in the levies during the contact war, and now wished to use their skills to provide a more lavish lifestyle than they would have to return to their normal work. By elevating these peasants to positions they would never have achieved without him, Guzhari formed a large indebted group within the guild, loyal only to him and not to any noble clan. The end result was two-fold. Guzhari succeeded in his set-out task and established a professional, unaffiliated force of warriors who could be hired by anyone as long as they had the credits to pay and would use them in a professional manner. However, by doing this he upset many traditional lords, as well as noble clans who had ties to old warriors guilds but found themselves shut out of the Fighters Lodge due to their displeasure with the reforms initiated by Guzhari. It is just as likely that a Sinta will praise Guzhari as curse his name for what he has turned the Fighters Lodge into.&lt;br /&gt;
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However, now, it seems Guzhari was right for his reform, as the Fighter&#039;s Lodge is incorporated under Hephaestus Industries as a subsidiary. This has allowed for almost seamless integration with Hephaestus’s already existing security system, and the Fighter’s Lodge has quickly found itself expanding across the spur at the behest of their parent company. Their most notable actions so far have been in the busting of potential unions at Hephaestus installations, where their warrior upbringing in a feudal society has instilled in them a disgust for “peasants&#039; &#039; organizing against their betters. The Fighter’s Lodge is fast becoming the new strong arm of Hephaestus, with special teams on call to reinforce other, less violent, union busting efforts when they fail; contributing to the Unathi’s reputation as a savage species amongst Hephaestus workers, but also one to be feared. After all, who would try and picket a building when the result would be getting cleared out by warrior Sinta.&lt;br /&gt;
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Outside of their work with Hephaestus,, the Fighters Lodge has found themselves with a surprising amount of work, as the Hegemony and local Watchmen find themselves in need of extra muscle to quell unruly peasantry, rioters, or simply to effectively patrol the streets. . Lodge warriors can be found guarding many locations around cities, or walking patrols alongside watchmen to keep the peace. Guzhari has taken this one step further, and begun to offer contracts to outside corporations or nationstates to use Lodge members as security personnel, while still keeping with his standards to remain unaffiliated. Despite the fact most megacorporations save Hephaestus Industries and Orion Express swore to close off business with Hegemonic Guilds, both the PMCG and Zavodskoi Interstellar have found themselves bending their statements, contracting Fighter’s Lodge guildsmen to their ranks outside the Hegemony. Even with the Fighter’s Lodge now a subsidiary of Hephaestus, it keeps up these relationships, and still takes contracts from both corporations for fighters. Due to the technicalities around their statements, guildsmen on contract for either Zavodskoi or the PMCG are officially employees of those companies, but still receive payments from their parent guild. &lt;br /&gt;
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===Guarded Holdings===&lt;br /&gt;
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====The Hephaestus Industries Branch Office====&lt;br /&gt;
While Hephaestus has its own security personnel to ensure the safety of its assets, the Hephaestus administrator for the Hegemony, Yukal T&#039;zakal, made the decision to primarily use guildsmen of the Lodge as security guards for the office, instead of the mostly human security personnel Hephaestus employs. In his eyes this makes the Branch Office look more inviting to other Sinta, and bolsters Hephaestus’s image in the eyes of the public, seeing mostly Sinta associated with the corporation. The post is known to be quiet but fun, being in the heart of the city of Skalamar allows for easy rest and relaxation when off duty, and Hephaestus generously pays for the guildsmen’s housing. Still, none who work the post forget what happened to the last Hephaestus branch office, destroyed in the fires of the Ouerean Revolution.&lt;br /&gt;
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===Notable Chapters===&lt;br /&gt;
Due to the organization of the Fighters Lodge, their chapters are similar to human corporations departments, and their administrators are similar to executive directors.&lt;br /&gt;
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====Sailors Protectors====&lt;br /&gt;
Considered the most honorable chapter of the Lodge, the Protectors specialize in protecting vessels and their inhabitants from harm; both on the high seas and in the vast nothingness of space. Guildsmen of this chapter, whether they joined directly after apprenticeship or were spotted for their talents in another chapter, always begin their journey standing guard on the ships that still sail Moghes&#039; seas, protecting them from potential pirates as they chug along. While stuck with this duty a guildsmen begins to be trained for operations in space, acquiring certifications and passing tests in between shifts. Eventually after enough training has been completed and the guildsmen did not fail any test, they are transferred to work in space, protecting merchant vessels traveling from the Hegemony to the rest of the spur, or standing guard on space installations at the behest of their owners. Though many Sinta fail to pass the tests required of Protectors, they never have a shortage of recruits, as the intensive training and thought of life among the stars allures young Sinta, not to mention the incredible pay they receive. To be a Protector is a lusted after job, one which a Sinta very rarely leaves, but some have been known to for one reason or another. Nearly all of these Sinta find themselves working in high level frontline positions for PMCs or Zavodskoi Interstellar, their skills too sharpened to be wasted working as Officers or Wardens. Those with brains as well as brawn find themselves administrators, managing departments and enjoying an even higher standard of pay then they could find on Moghes.&lt;br /&gt;
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====The Lodge’s Own====&lt;br /&gt;
The Lodge’s Own is the biggest chapter within the Fighter&#039;s Lodge, and fulfills a role of basic security guards or officers. It contains many peasants in its ranks, a result of the reforms pushed by Guildmaster Sirax. Professionals, but not as well trained as the Protector&#039;s, detachments of the Lodge’s Own is what most organizations or Lords wish to hire, being versatile and cheaper then other options. The role these guildsmen find themselves in can vary from month to month, sometimes acting as bodyguards for important lords, other times helping quell riots in slums. With no singular role these guildsmen find themselves experienced in all manner of security activities, experience which human megacorporations will pay well for.&lt;br /&gt;
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====The Lodge’s Chosen====&lt;br /&gt;
A split off from the Lodge’s own, the Lodge’s Chosen are more specialized warriors, with extra training in riot control, protest dispersion, the quelling of unrest, and though not advertised, union busting. These warriors are almost all on contract with Hephaestus Industries, somewhere or another in the spur dealing with yet another attempting unionization at a Hephaestus location. As a last resort for the company, they are rarely deployed in full at first, instead acting as guards for other company representatives who will try and bust any growing unionization actions through more peaceful means. Should these peaceful efforts fail however, the Lodge’s Chosen will resort to more direct means, ensuring that no unionization effort succeeds. For political reasons, they do not operate in the Solarian Alliance.&lt;br /&gt;
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==Dagamur Freewater Private Forces==&lt;br /&gt;
The Dagamuir Freewater Private Forces are an Unathi-founded private military contractor based primarily on Ouerea. They serve as mercenaries, bodyguards and bounty hunters across Izweski space - and beyond, in recent years. Though the modern-day iteration of Freewater was founded fairly recently, being established in 2461, the history of Dagamuir dates back centuries, to the days before the Izweski Hegemony’s rise.&lt;br /&gt;
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The emblem of Dagamuir is a red-and-gold Unathi eye on a green field - representing the eye of [[Sk&#039;akh#The_Warrior_Mukari|Sk’akh’s Aspect of the Warrior]]. Emblazoned beneath it - officially in Sinta’Unathi, but traditionally in Sinta’Azaziba - are the ancient yet simple words of the Freewater Company: “Ever-ready, ever-vigilant, ever-victorious”.&lt;br /&gt;
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===History===&lt;br /&gt;
The Dagamuir Kingdom was a small nation, about a week’s journey on foot from the eastern edge of the [[Zazalai Mountains]]. Though it was never of particular global relevance, the line of Dagamuir ruled over it for centuries, managing to remain afloat, if not powerful, amongst its neighbors. As the Sarakus Hegemony fell and the Izweski rose, the reigning King Dagamuir chose to pledge himself to the Izweski, in the hopes of rising alongside them. During the war that broke out, however, the kingdoms of the Honored Alliance captured Dagamuir, leaving its ruling clan’s survivors to flee across the mountains, in the hopes of finding shelter in the newly-proclaimed Izweski Hegemony. &lt;br /&gt;
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Leadership of the clan fell to the young Korza Dagamuir - son of the previous king, though he did not claim his father’s title - instead referring to himself simply as a lord, albeit a landless one. The few survivors traveled through the Izweski Hegemony’s lands for years, seeking to restore their fortunes and reclaim their kingdom with the aid of other nobility - leading to Korza receiving the unflattering nickname of ‘The Beggar King’. &lt;br /&gt;
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The survivors of Dagamuir did not have much - their wealth, their lands and their ancestral home were gone. What Korza did have at his command, however, were the veteran warriors that had escorted him to Izweski land. Instead of choosing to try and join with the warriors of an existing mercenary company - a choice he is reported to have believed as beneath him - he abandoned hope of reclaiming Dagamuir, instead making a deal with a minor lord of the [[Southlands]] - an exchange of his warriors’ protection for land to call their own. The lord granted Korza and his men a small portion of land, near where one of the region’s major rivers flowed into the Moghresian Sea. &lt;br /&gt;
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The Dagamuir Kingdom was truly dead and gone - but in that moment, Korza had a new opportunity, and a chance to carve his own destiny. He set to work immediately, renting the services of his warriors to local nobles and wealthy guildsmen - founding what would be known as the Freewater Company. Over time, he hired more warriors, constructing a small keep on the lands he was granted, and allowing the operation to expand until his death in 2099 CE.&lt;br /&gt;
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Following Korza’s death, the Freewater Company continued to operate for centuries, in various forms - gaining a reputation as honourless mercenaries to some, fostered by their rivals in other companies and guilds. Their reputation was that of a force composed of the dregs of society, who could not make it as true warriors - but nevertheless, they managed to persist. Though the Dagamuir would lose and regain leadership of the company several times throughout the centuries, they have always remained highly involved at the highest levels of its organization - which persists to this day.&lt;br /&gt;
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===Dagamuir Today===&lt;br /&gt;
The forces of the Freewater Company profited from the [[Contact War]] - with nearly every fighting man of the Izweski Hegemony on the front lines, the mercenary group was able to sell their services to lords across the nation to keep order - and although this was often done brutally, they did achieve the paid-for results. It was when the War came to an end, however, that the mercenaries of the Freewater Company truly found a golden opportunity - seeing the chance to not just sell their services on one planet, but to seize an entire universe of prospective customers before their rivals fully understood what was happening. &lt;br /&gt;
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It was the company’s current leader, Akzazik Voizur, who made the move that would cement Freewater’s place - choosing to move the vast majority of the mercenary company’s operation to Ouerea, at enormous expense. His logic, simply put, was that though Moghes was the homeworld of the Unathi species, Ouerea was its connection to the stars - with the Solarian Alliance, Nralakk Federation and various megacorporations all having a presence there. &lt;br /&gt;
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The Freewater Company worked on Ouerea for some time, and with the [[Ouerea#The_Months_of_Blood|Months of Blood]] and subsequent arrival of Hephaestus Industries, they found success - with the human megacorporation often hiring them for additional security, leading to many of the locals having a low opinion of the company’s work. During the [[Ouerea#The_Rebellion|Ouerean Rebellion]], the warriors of Freewater remained neutral - defending their holdings when called for, but not fighting without payment. Following the partial victory of the revolutionaries in 2460, the company needed to consider its next move carefully.&lt;br /&gt;
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In early 2461, the company’s leadership met at Voizur’s command. With the aid of the young Ahkna Dagamuir, as well as a former Hephaestus security chief named Francis Bradford, they planned a complete restructure of the company to adjust to the interstellar market for mercenaries. Voizur had the warriors’ loyalty, Dagamuir had the name that would tie the company to its roots and the political knowledge to navigate the fragile Ouerean society, and Bradford had the in-depth knowledge of interstellar security contracting.&lt;br /&gt;
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The ancient Freewater Company was dissolved, and the Dagamuir Freewater Private Forces were formed. With Voizur still at the wheel, the organization rapidly expanded - in order to compete with the fledgling Fighters’ Lodge, they distinguished themselves by embracing the cosmopolitan culture of Ouerea - contrasting themselves against the traditional ways of the Guild by hiring anyone - alien or Sinta. Though initially only Unathi, humans and Skrell were members, the arrival of the [[Vaurca_Hives#K&#039;lax|K’lax Hive]] and the discovery of [[Dionae]] has led to no small number of Vaurca Warriors and a few gestalts joining Freewater’s forces.&lt;br /&gt;
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This allowed for rapid expansion on Ouerea, and throughout the Hegemony at large - but the break they were looking for would come in 2463, with the formation of the [[Private Military Contracting Group]]. The Private Forces were quick to see the value in this, gaining ties to the corporations of the [[Stellar Corporate Conglomerate]] and being able to massively expand their business offworld. In their new role as a PMCG contractor, Dagamuir ships mercenaries across the Spur in the pay of the SCC’s corporations - and at least for now, business is booming. Though Hephaestus may no longer rely on the mercenaries of Freewater as much following their incorporation of the Fighters’ Lodge, Dagamuir has business contracts across the stars now - and the wealth of these contracts shows no sign of slowing down.&lt;br /&gt;
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===Notable Locations===&lt;br /&gt;
&#039;&#039;&#039;Freewater Keep, Moghes&#039;&#039;&#039;&lt;br /&gt;
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The oldest outpost of the company, Freewater Keep lies on the southern shoreline of the Moghresian Sea, at the mouth of one of the many rivers of the Southlands. As more and more of the PMC’s operations have moved to Ouerea, Freewater Keep has become increasingly less relevant - though the company still maintains it as a historic site and training ground in the modern day.&lt;br /&gt;
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&#039;&#039;&#039;Dagamuir Tower, Ouerea&#039;&#039;&#039;&lt;br /&gt;
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The corporate headquarters of the Private Forces, Dagamuir Tower is an intimidating skyscraper in central New Skalamar, formerly the personal residence of one of the planet’s noble administrators. Following the Rebellion of 2460, Dagamuir purchased the tower from the newly formed government at a low price, and has since used the tower as their primary center of operations across the Spur.&lt;br /&gt;
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&#039;&#039;&#039;[[The_Wasteland#Camp_Integrity|Camp Integrity]], Moghes&#039;&#039;&#039;&lt;br /&gt;
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Due to the lawlessness of the [[The Wasteland|Wasteland]], the Hegemony will frequently hire bounty hunters to traverse the burning sands, hunting criminals, raiders and holdouts of the former Traditionalist Coalition. The Private Forces maintain an office at Camp Integrity - both for recruitment from the Wastelanders who make their way there, and contracting its mercenaries as guards, bounty hunters, and whatever other services may be needed.&lt;br /&gt;
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&#039;&#039;&#039;Fort Liberty, Ouerea&#039;&#039;&#039;&lt;br /&gt;
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Formerly a refueling outpost for ships of the Sol Alliance, the base now known as Fort Liberty has been abandoned, captured, bought, and sold over the years. When the Alliance left Ouerea, the first Synod of Scales moved forces into the fort, only to lose it during the Months of Blood. During the Rebellion, the garrison of Yiztek troops there were defeated by revolutionary forces, and the base was largely left abandoned as the Rebellion came to an end. Following the end of the conflict, the Private Forces moved in, purchasing the fort from the Synod and using it as a training ground and shuttle port. Most of the company’s mercenaries undergo their training either here or at Freewater Keep, and it is a center of the company’s military operations. &lt;br /&gt;
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&#039;&#039;&#039;Mukari’s Shield Outpost, [[Notable_Unathi_Colonies#Iroue|Iroue]]&#039;&#039;&#039;&lt;br /&gt;
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The isolation of Iroue and current difficulties facing the Izweski Navy have led the reigning lord to turn to many allies in protecting his colony from pirates, warlords and other ne’er-do-wells. To this end, he has hired a contingent of Dagamuir mercenaries, who have supplemented the planet’s meager defenses. Iroue is generally a posting for the more experienced mercenaries of the Private Forces, as they will frequently see battle against pirates and the remnants of Solarian warlord-states. Dagamuir runs an office in the central habitation dome of Iroue, officially named “Mukari’s Shield” after the Aspect of the Warrior.&lt;br /&gt;
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Aside from the locations above, the company has many outposts across Ouerea, and its mercenaries can be seen as far afield as the [[Corporate Reconstruction Zone]]. While it has offices in Tau Ceti, these are largely designed for liasing with the bureaucracy of the PMCG, and have very few active staff.&lt;br /&gt;
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===Notable Members===&lt;br /&gt;
&#039;&#039;&#039;Akzazik Voizur - “The Old Tyrant”&#039;&#039;&#039;&lt;br /&gt;
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An elderly Unathi, Voizur has led Freewater for decades, assuming command following the passing of his predecessor, Zakax Dagamuir, shortly before the Contact War began. He is known to be a ruthless and cunning individual, but one with a brilliant eye for both the business and military sides of mercenary work - which has earned him the steadfast loyalty of many of Freewater’s veteran warriors. Though his advanced age is beginning to slow him, he is still said to have the ferocity of the beast that spawned his nickname.&lt;br /&gt;
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&#039;&#039;&#039;Ahkna Dagamuir - “The Heir-Apparent”&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Daughter of Zakax Dagamuir, Ahkna has been heavily involved in the modernisation of the Freewater Company, with a common assumption being that the restructuring of the organization was largely her doing. Whether or not this is true, it is known as a fact that the open recruiting policies of the Private Forces are her brainchild, having successfully pushed to expand the mercenaries hired beyond the relatively small recruiting pool of Unathi men. Though not a warrior herself, she is an undoubtedly influential figure in the modern structure of the company - and though it may upset some of the more traditional Unathi of Freewater, Ahkna may well be the company’s next leader whan Voizur can no longer hold the reins. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Francis Bradford - “The Consultant”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born on Xanu Prime, Francis Alexander Bradford has had a long career in private security, having first been hired by Hephaestus as a security officer in the summer of 2423. After working on various installations of the megacorporation, he was eventually placed as the head of security on an Ouerean shuttle port, where he worked for several years. Following the Rebellion, he parted ways with Hephaestus, having nearly lost his life in an attack on the facility he oversaw. Ahkna Dagamuir approached him shortly after this, recognising a long experience with the work of mercenaries in the wider Spur, and brought him on to oversee the reorganisation of the Freewater Company. The modern PMC structure of the Private Forces is largely his doing, inspired by work with various security contractors in the past. He is reported to be a jovial man, who enjoys the tropical climate of Ouerea immensely. Though still part of the company’s leadership, he spends most of his time in his home a short distance outside of K’rath. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qrquu Xuqzix - “The Outsider”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A recent addition to Dagamuir’s leadership, Xuqzix is a figure shrouded in mystery, with few available records of their life or career prior to joining the Private Forces. Records have been able to discern that the Xiialt Skrell was once part of the staff at the Sahhat Geographical Research Complex, presumably in a security role based on their new career choice - but what their specific duties were, or what they did in the Federation prior to their arrival on Ouerea, remains uncertain. They began working in a primarily investigative role with the company shortly after its reorganization, and have rapidly risen through the ranks, being promoted to the head of Internal Affairs in late 2464. Due to their enigmatic personal life and rapid ascent, outlandish rumors have spread like wildfire about them, naming Xuqzix as everything from a former [[Skrell_Politics#Tupkala|Tupkala]] assassin to the leader of a [[Federation_Crime_and_Resistance#The_Resistance|Lyukal]] cell. Personally, they are reported to be rather serious in their work, but quite pleasant outside of business matters, having a particular enthusiasm for the spectacle of Unathi sport such as the [[Zandiziite Games]]. &lt;br /&gt;
&lt;br /&gt;
=== Relations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hephaestus Industries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Private Forces and Hephaestus have worked together in the past, with the megacorporation frequently hiring Freewater mercenaries to supplement its own security forces. Following the Hephaestus purchase of the Fighters’ Lodge, this has slowed somewhat - though Dagamuir have used their PMCG connections to liaise as a subcontractor, helping guildsmen of the Lodge to find work with non-Hephaestus corporations across the Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;K’lax Hive&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Private Forces have a good working relationship with the K’lax - hiring Warriors and the occasional Worker for their operations. One source of tension, however, is the hiring of Queenless K’lax groups - a policy which Dagamuir continues, despite K’lax disapproval. For now, the issue has not been forced, however - and the Hive continues to sell the services of its Warriors to Freewater.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aut&#039;akh|Aut’akh]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though its frequent contracting for the Hegemony and Hephaestus is distasteful to the Aut’akh communes of Moghes and Ouerea, Dagamuir does still hire from among their number - though usually, Aut’akh mercenaries will be assigned postings far away from known communes, and unaffiliated with Hephaestus or the Hegemony. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphracts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a mutual distaste between the Kataphracts and Freewater - with the Kataphract warriors tending to view Freewater as dishonorable, greedy, and cowardly mercenaries. Dagamuir members, meanwhile, view this distaste as hypocritical - the Kataphracts spend most of their time fighting for credits as well, after all. This dislike is further spurred by a not insignificant number of the Private Forces’ recruits being former Kataphract-Hopefuls, washed out or grown tired of waiting to be named a full Saa’Izweski.&lt;br /&gt;
&lt;br /&gt;
==Hearts of Industry==&lt;br /&gt;
Unlike most other contemporary guilds, the Hearts are not the product of a conglomeration, but rather a new entity. As Moghes industrialized and factories began to become more commonplace, no Lord ever thought his workers would end up forming a guild, and those that tried in the past were brutally suppressed. It wasn’t until Not&#039;zar assumed regency over the Hegemony that the Hearts of Industry was formed, consisting of guildsmen who had worked in the sweltering steel mills and disgusting chemical refiners as careers. The guild, while young, has already proved itself a force for change, arguing for better working conditions in the many factories where its guildsmen work.&lt;br /&gt;
&lt;br /&gt;
Due to its very recent creation, the Hearts of Industry is only really present in the heavily industrial southern coast of the Moghresian Sea, with its guildhall in the city of Jaz’zirt. With little influence the guild has yet to be able to change much, with meager pay raises and slightly less dangerous conditions for its members. Many have compared the guild to be more akin to the workers unions found on the planet of [[Himeo]] and [[Pluto]] rather then a proper guild, as they do not yet search for contracts among the noble lords of the Hegemony, instead pushing for reform. They also do not directly pay their guildsmen, who are still paid by the nobility they work for. The factories that cloud the skies of Jaz&#039;zirt and much of the southern coast are machines of torment for their workers, with injuries ranging from cuts to death being commonplace. Still, these factories form the backbone of Moghes&#039; industry; alloying steel, refining chemicals, smelting ores into usable metals, and much more. The Hegemony will not see these factories closed or stop producing, especially in the midst of the scarcity, and any attempts at strikes have been suppressed by the Hegemon&#039;s Master of Rivers, sometimes with violence. &lt;br /&gt;
&lt;br /&gt;
Not’zar has never commented on these strikes, or the Hegemony&#039;s response to them, keeping his hands clean of the blood that runs down cobblestone streets and over factory floors. It is unclear if he will ever be able to step into side with the now guildsmen again, or if he even can. Still, what seems to be indecisiveness on the part of the Hegemon is creating a problem, as discontent and civil unrest ferment within factories, as guildsmen begin to consider taking more extreme measures to push reforms.&lt;br /&gt;
&lt;br /&gt;
Hephaestus’s massive expansion and absorption of the Hegemonic guilds was a crippling blow to the Hearts of Industry, but what followed was its death. As a result of a flimsy conspiracy charge and charges for inciting riots in the [[Southlands]] and on [[Ouerea]] many of the guild’s leadership were arrested, and its charter revoked by the Hegemon. Some guild members, however, have viewed Hephaestus’s acquisition as a victory, due to the corporation’s generous benefits for its workers - for many, an improvement from their treatment under their previous guilds, and after the revocation of the charter, signed up with the megacorporation instead. Due to these factors, little of the Hearts of Industry remains, with many of the organization’s members having abandoned their affiliations or fled offworld to seek work elsewhere. Those few who have remained in the Hegemony are often persecuted for their affiliation, and attempt to agitate against Hephaestus’s monopoly - though with little to no success.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Izweski_Hegemony&amp;diff=38599</id>
		<title>Izweski Hegemony</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Izweski_Hegemony&amp;diff=38599"/>
		<updated>2026-02-23T23:10:16Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Izweski Hegemony&lt;br /&gt;
 |Shortname = Hegemony&lt;br /&gt;
 |Flag = Moghes_porposal.png&lt;br /&gt;
 |Galatic Position = Position Hegemony.png&lt;br /&gt;
 |Capital City = Skalamar&lt;br /&gt;
 |Capital Planet = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;unathi (Official)&amp;lt;br&amp;gt;Sinta&#039;azaziba&lt;br /&gt;
 |Species = 68% [[Unathi]]&amp;lt;br&amp;gt;14% [[Vaurca]]&amp;lt;br&amp;gt;10% [[Dionae]]&amp;lt;br&amp;gt;4% Human&amp;lt;br&amp;gt;2% [[Skrell]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Religion = 57% [[Sk&#039;akh]] (Official)&amp;lt;br&amp;gt;32% [[Th&#039;akh]]&amp;lt;br&amp;gt;6% [[Si&#039;akh]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Demonym = Moghesian, Hegemonic&lt;br /&gt;
 |Government = Absolute Feudal Monarchy&lt;br /&gt;
 |Head of State = Hegemon Not&#039;zar Izweski&lt;br /&gt;
 |Legislature = Consultative Assembly &lt;br /&gt;
 |Upper House = Hands of the Lord&lt;br /&gt;
 |Established = 1994&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, fire, burn thy fear&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Ancestral words of the Izweski Clan&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Izweski Nation&#039;&#039;&#039; and the &#039;&#039;&#039;Third Hegemony of Moghes&#039;&#039;&#039;, is the primary Unathi nation of the Orion Spur - a feudal empire in the Badlands ruled by a monarch known as the Hegemon. The nation is made up of hundreds of land-owning noble clans and their vassals, of which a few dozen are major influencers in the Hegemon&#039;s politics. The Hegemony is ruled by the Izweski Clan, whose current head is Hegemon Not&#039;zar Izweski, First of His Name. The Hegemony is new to the interstellar stage, and has suffered from various growing pains as it attempts to expand into a Spur dominated by humans and Skrell while attempting to resolve the ongoing ecological collapse of their homeworld.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
== Population and Planets ==&lt;br /&gt;
&#039;&#039;See also: [[Notable Unathi Colonies]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Moghes]]&#039;&#039;&#039; is the Unathi homeworld, and the capital of the Izweski Hegemony. It is one of three inhabited planets in the [[Uueoa-Esa]] system. It once bore a similarly diverse climate to Earth, but the large-scale nuclear exchange in the late 2430s known as the Contact War has rendered nearly sixty percent of the planet&#039;s service an inhospitable Wasteland. The politics and economy of the Hegemony are centered around affairs on Moghes, with the vast majority of Hegemony nobility being concentrated there. Due to the Contact War, Moghes is undergoing an ecological collapse, which the Hegemony has invested billions of credits&#039; worth of manpower and resources into staving off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ouerea]]&#039;&#039;&#039; is the fourth planet from Uueoa-Esa&#039;s star, and the first colony established by Unathi. It was colonized in 2390, fourteen years prior to first contact with humanity and the Skrell, who both invested heavily in colonial development. During the Contact War, a joint provisional government was established by the [[Sol Alliance]] and the [[Nralakk Federation]], which was dissolved following Hegemon S&#039;kresti&#039;s demand for its return. The Ouerean people had grown used to democracy, however, and did not take kindly to the restoration of feudalism. This would boil over in 2460, in the event known as the Ouerean Revolution, which would result in the death of the reigning Overlord Yiztek and the establishment of a semi-democratic government. Ouerea is home to large human and Skrell populations in addition to the Unathi one, and a unique multicultural society has developed there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tret]]&#039;&#039;&#039; is the second planet from Uueoa-Esa&#039;s star, and is largely a barren and uninhabitable world. It remained unexploited until 2459, when the [[Vaurca|Vaurcae]] of the K&#039;lax Hive arrived in the system. After a long period of negotiation, the K&#039;lax agreed to swear allegiance to the Hegemony, and the High Queen Z&#039;kaii was granted the title Overlord of Tret. Tret has become the new homeworld for the K&#039;lax, with few non-Vaurcae dwelling there due to its uninhabitable conditions. Since their arrival, the K&#039;lax have transformed it into a massive industrial center with the help of [[Hephaestus Industries]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gakal&#039;zaal]]&#039;&#039;&#039; was initially a [[Tajara|Tajaran]] colony, occupied by the Hegemony in 2455. The Unathi, with the help of Tajaran collaborators, began to restructure the society present into the Izweski model of feudalism, while the guilds engaged in widespread economic exploitation of the planet&#039;s people and resources. In 2462, with the aid of the [[Democratic People&#039;s Republic of Adhomai]], the Tajara of Gakal&#039;zaal engaged in a successful insurrection, driving the Hegemony from the planet and electing to join the DPRA. The Hegemony has since been content to ignore Gakal&#039;zaal as an embarrassing failure, though it has never formally cede its claim to rulership of the planet.&lt;br /&gt;
&lt;br /&gt;
Many further colonies have been established by the Hegemony across the Badlands and Sparring Sea - in part due to the massive refugee population on Moghes following the Contact War. Ranging from food production to mining colonies to military outposts, these colonies are scattered far and wide across the region - though the phoron scarcity has made it much harder for the Izweski Navy to protect them from the ever-constant threat of pirates, warlords, and raiders.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
The Izweski economy is centered around the [[Unathi Guilds|guilds]], which for centuries have largely controlled the economy of Moghes. Many of the major guilds adapted rapidly to the interstellar age, with the Miners&#039; Guild and Merchants&#039; Guild in particular rapidly expanding operations across the Spur. In 2465, the phoron scarcity led to a full-scale economic depression which resulted in the bankruptcy of the Merchants&#039; Guild and several others rapidly declining. Only the intervention of [[Hephaestus Industries]] prevented a total economic collapse, as the megacorporation rapidly bought out all major remaining guilds, establishing itself as a near-total monopoly in the nation. No other megacorporations operate to any serious degree in the Hegemony, with Hephaestus working tirelessly to keep out its competitors.&lt;br /&gt;
&lt;br /&gt;
In the modern day, Hephaestus and the Hegemony are almost unbreakably tied together, with the vast majority of former guild members now being Hephaestus employees. Guildmaster Yukal T&#039;zakal now sits as an equal above the Board to CEO Titanius Aeson, and the megacorporation has invested enormously in projects across the nation. Though the megacorporation remains headquartered on Biesel, its branches on Moghes and Ouerea have rapidly become instrumental to Hephaestus&#039;s power in the Spur. This expansion has not come without consequence, however - anti-Hephaestus Unathi have struck several devastating blows at the corporation, with the terrorist organization known as the Champions of Moghes almost killing Titanius Aeson in late 2465. Rival corporations such as [[NanoTrasen]] and [[Zavodskoi Interstellar]] are often suspected to be linked to this terrorist activity - though so far, no proof has been found as to their involvement.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
&lt;br /&gt;
The Hegemony is a major exporter of raw resources throughout the Orion Spur, estimated to produce nearly a third of the Spur’s plasteel and borosilicate glass supply. The aid of K’lax technology and Hephaestus investment has rendered the nation an industrial powerhouse on the interstellar stage, which has become the new basis of the Izweski economy. Due to the strict control of the Hegemony’s government over trade, all of this flows through [[Moghes]], with outlying colonies and stations shipping their products back to the homeworld to be sold and exported across the stars, with nearly every nation in the wider Spur importing Izweski raw materials to some degree or another. Prior to the economic depression of 2465, this was primarily the provenance of the [[Unathi_Guilds#Merchants_GuildMerchants’ Guild]] and [[Hephaestus Industries]] - but following the bankruptcy of the Guild and the ascension of Hephaestus to near-total control of the Unathi Guilds, the megacorporation now handles almost all exports from Izweski space. &lt;br /&gt;
&lt;br /&gt;
Though the Hegemony exports to nearly everywhere in the Spur, its major trading partners are the [[Republic of Biesel]], the [[Empire of Dominia]] and various member-states of the southern [[Coalition of Colonies]]. Prior to the Solarian Collapse, the [[Sol Alliance]] was also an importer of Izweski goods via Hephaestus, but the dangers of the [[Human Wildlands]] have made trade between the two nations difficult. Aside from raw resources, the Hegemony also frequently exports Unathi luxury goods such as xuizi juice to nations with sizable Unathi populations - primarily the Republic of Biesel and the Empire of Dominia.&lt;br /&gt;
&lt;br /&gt;
Due to their navy’s reliance on bluespace travel, the Hegemony was at one point a large-scale importer of phoron, purchasing the rare substance from both the Republic of Biesel and [[Republic of Elyra|Serene Republic of Elyra]]. Following the beginning of the phoron scarcity and subsequent economic recession, however, phoron imports have near-entirely ceased. Aside from this, however, the Hegemony does not import much - luxury goods for the wealthy and the nobility being its primary import in the modern day.&lt;br /&gt;
&lt;br /&gt;
Though the Hegemony’s colonies do not export due to the national policy, the world of [[Ouerea]] is of note - providing most of the food required to sustain Moghes following the nuclear devastation of the [[Contact War]]. The colony has obtained a key role in the Hegemony’s economy, and with that comes less-than-legitimate trade, with many smugglers choosing to dock in Ouerea to sell and buy their ill-gotten gains. Addictive koko bars from the world of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha&#039;zana]], weapons of the kind illegal in Hegemony space and cybernetics shipped to the planet’s [[Aut&#039;akh]] communes can all be found traded by smugglers - human, Unathi and Skrell alike, with some Tajara smugglers also seeking to trade in the system. Human and Skrell goods are also often imported to Ouerea, granting the alien population of the planet some of the comforts of their homeworlds.&lt;br /&gt;
&lt;br /&gt;
=== Currency ===&lt;br /&gt;
The official currency of the Izweski Hegemony was the &#039;&#039;&#039;Ziki&#039;&#039;&#039;, a fiat currency issued by the Izweski Reserve Banking Guild for several centuries. Following first contact, the Solarian credit was also accepted, and the nation began to transition towards Solarian currency as the national reserve. In 2463, the Hegemony adopted the Biesel Standard Credit as its reserve currency, as it was believed that it was the most stable option following the collapse of Sol. Bieselite currency remained concentrated in the hands of wealthy guildsmen and nobles, with peasants still using Ziki or operating off a barter system - though with the massive expansion of Hephaestus, the credit has rapidly become the most popular currency in the Hegemony.&lt;br /&gt;
&lt;br /&gt;
=== Mercantilism ===&lt;br /&gt;
&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony. All goods flow from the colonies to Moghes, which are then sold to the wider galaxy after the Izweski take a cut.&lt;br /&gt;
&lt;br /&gt;
Following the bankruptcy of the Merchants&#039; Guild and the absorption of most major guilds by Hephaestus, the mercantilist economy has changed - though not as much as one might suspect. Though the production of the Guilds now flows through the megacorporation, and it holds a generous charter, the law still holds - goods are shipped back through Uueoa-Esa, and the Hegemony receives a very generous cut - which may well help them in emerging from their recent years of economic depression.&lt;br /&gt;
&lt;br /&gt;
==Politics and Government==&lt;br /&gt;
The Izweski Hegemony, in the past and present, is ruled by a single monarch - in the modern day, the &#039;&#039;&#039;Hegemon Not&#039;zar Izweski.&#039;&#039;&#039; The Hegemon rules over the entirety of the land and populace, including the nobility. While the Hegemon&#039;s power technically overrules that of the nobility, the influence each actor has on each other is in constant flux. In some ages past, the Hegemon has been little more than a figurehead, whose nobles would depose them at the slightest hint of overreach, while other Hegemons have bent their vassals to their will through cunning politics. In the modern day, the Hegemon has faced a great deal of stress, with the guilds, nobility, the Church and alien actors all pushing against one another - it is a testament to Not&#039;zar&#039;s reign that he has managed to balance these forces, and increasingly centralized the power of the Izweski over their vassals.&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
The Izweski Hegemony is a feudal society, where all power is technically held by the Hegemon, who delegates that power to vassals. These vassals will then delegate power to their own vassals, working down from the interstellar level to individual towns and clans. Currently, Not&#039;zar Izweski has made an ally of many of his vassals, with his globalist attitude having made allies among the guilds and those nobles who seek further wealth from the wider Spur. More traditional or isolationist nobles have often found themselves opposed to Not&#039;zar, however - with Lord Juyzi Izaku of Mudki having threatened rebellion several times, and Overlord Azui Hutay&#039;zai having almost done so over Hephaestus&#039;s presence in the economy.&lt;br /&gt;
&lt;br /&gt;
Under the Hegemon directly are Overlords - appointed directly by the Hegemon to rule vast regions of the Hegemony. Currently there are five Overlords - three on Moghes, one on Ouerea, and the [[Zkaii, The Sleepwalker|High Queen Zkaii]] acting as Overlord of Tret. Overlords oversee their own Lords, who rule different provinces of their territory. All Lords and Overlords also equally swear fealty to the Hegemon and only the Hegemon, making them technically all his direct vassals. A province may be an entire planet&#039;s development or one sprawling city metropolis depending on the population and settlement sizes of the province. Lords then appoint Clan Lords for different city districts, towns, and swathes of sparse rural lands. Cities are typically run by a Clan Lord (or even a Lord, should the city be large enough) and a small council of lesser clan leaders (or Clan Lords, in the case of a ruling Lord). At the bottom are the clan leaders. Clan leaders are usually the eldest ruler of a specific family clan, and clan leaders are often the most ruthless schemers of the noble ladder.&lt;br /&gt;
&lt;br /&gt;
Lordships are inherited, with specific rules of succession varying from region to region. The position of an Overlord is traditionally inherited, but legally is the sole province of the Hegemon, who can strip or appoint new Overlords at any time. There are some exceptions to this rule - the contract between the Izweski and the Hutay&#039;zai clan of Tza dictates that the title of Overlord shall remain within the Hutay&#039;zai, in exchange for their renouncing of the former Kingdom of Tza. The contract between the Izweski and K&#039;lax has a similar point, dictating that the title of Overlord of Tret shall belong to the High Queen of the K&#039;lax so long as the Hive remains a loyal vassal.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Hands of the Lord====&lt;br /&gt;
A wise ruler knows where he is lacking wisdom and hires an expert to consult him. It is this idea that led to the formation of Hands of the Lord, a fixture in the world of ruling nobility. Theoretically, the Hands of the Lord supplement lackluster skills a ruler may have and offer an expert perspective on issues. In reality, the Hands of the Lord are merely a vessel for which the powerful under the ruling nobility can gain influence and be encouraged to use it for the betterment of the realm and themselves. It is seen as a high honor to be appointed as one of the Lords Hands— both for an individual and for their whole clan. Hands of the Lord will be called &amp;quot;Hand of the [Title of their lord]&amp;quot;. For example, Not&#039;zar&#039;s hands are called the Hands of the Hegemon.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The Master of Rivers =====&lt;br /&gt;
In charge of overseeing the economic aspects of a lord&#039;s land, the Master of Rivers reads aquaculture and fishery reports, negotiates with guilds, and safeguards the money that continues to flow into the coffers of the realm. The Masters of Rivers are arguably one of the most important Sinta in a realm with their control of the most precious resource of all, the treasure and food. Despite this importance, they are normally not of the same clan as the ruler. They are usually from clans which have a heavy hand in the industry or food production of the realm, whether it be aquaculture, or heavy industry. This is viewed by most lords as a concession to their skilled workers and is always a point of pride for a clan if one of their own is selected. Gender does not matter for the title, though they tend to be predominantly male anyway.&lt;br /&gt;
&lt;br /&gt;
===== The Lord’s Claws =====&lt;br /&gt;
The Lord’s Claws is a Lord’s Hand who is well versed in military matters, offering strategic advice to their lord. Lord’s Claws are most commonly a part of the same clan as their lord, if not they are married to a suitable clan member as quickly as possible, and brought into the fold. Due to the militaristic nature of many Unathi realms pre-Contact, a clan survived or died by the sword, and advice on military matters needed to be untainted by potential corruption and trusted beyond doubt. The not-so hidden message in marrying the Lord’s Claws into the clan was that if the clan failed in war, he would be executed along with all the other members who could not escape. However, a Lord&#039;s Claws must not only assist in wartime, but ensure peacetime is kept. Nearly all Unathi lords still follow the tradition of having their Claws conduct diplomacy in their name, striking agreements with rival clans and lords, and warding off bloodshed for as long as possible. There are no female Unathi of this title in the Hegemony.&lt;br /&gt;
&lt;br /&gt;
===== Spymaster =====&lt;br /&gt;
A coveted position amongst women in the Hegemony, the Spymaster is a spider spinning and untangling webs of secrets and intrigue, safeguarding their lord both against scandal, and assassination. Spymasters also keep tabs on the local population for their lord, silencing dissent and ensuring loyalty. Lies, plots, and secrets are the bread and butter of spymasters, and those who have mastered the position are viewed by others with a certain weariness, afraid they might turn on them one day. Spymasters within the Hegemony are only women.&lt;br /&gt;
&lt;br /&gt;
===== Court Shaman =====&lt;br /&gt;
A position originally started by the more political Sk’akh religion, it has since been adopted by Th’akh nobles as well. The primary responsibility of the court priest is to offer spiritual advice to their lord and to cement the political and cultural importance of religion. Secondarily, Court Priests have a duty to help the faithful bring their grievances to their lord and tend to the connection between the ruling nobility and their subjects. People in this position tend to be men, though Th’akh’s adoption of the practice, as well as the rare female Priest of the Aspect, has seen some women participating in the role.&lt;br /&gt;
&lt;br /&gt;
===== High Speaker =====&lt;br /&gt;
A newer position, the High Speaker&#039;s primary job is to work in the noisy and complex world of public relations for their noble. Very few ruling nobles have a High Speaker as one of their Hands, either relying on their spymaster for knowledge of what others think of them, or do not deem public relations as important to their management of their lands. Rulers who choose to incorporate a High Speaker as one of their hands tend to be more predominant within their larger realm, such as one of the two Overlords within the Hegemony, or have lands whose industry relies heavily on skilled guildsmen who cannot be ordered around as simply as peasants. Gender does not matter for high speakers, and few nobles even have an alien high speaker should their realm have a heavy mega corporate presence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Politics === &lt;br /&gt;
&lt;br /&gt;
The actual government of the Third Hegemony of the Izweski Nation is a state founded on conflicting principles and a shaky truce between the actors of the government. In the past, the Hegemony was a true feudal monarchy, with the land-owning nobles keeping the power all to themselves — now it is an intricate web of deceit and dictations. &amp;quot;Hegemon&amp;quot; is a queer title, a throne sealed not by a royal bloodline or a divine right, but the law of power. The Hegemon is still the symbolic uniter of Moghes, the civilized ruler over the savages and peasants and lordlings, the dictator of an entire people, but the actual right to the Izweski Nation lies in strength, as intended. The strong rule the weak, and the title of Hegemon, though symbolic and sealed by the government, is won through power and influence. When the ancient Lord Neeziah Izweski slit the throat of the last Hegemon Sarakus, he set a precedent that would act as the nation&#039;s founding principle - the strong rule, and those who cannot challenge them serve.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
&lt;br /&gt;
This has profoundly affected the Izweski Nation&#039;s history: it legitimized conquering forces as a new Hegemon and also delegitimized anyone who was not worthy enough to rule with the title. Each cessation, unification, and civil war in the Hegemony occurred because nobles are not loyal to any specific Hegemon, but to the throne of the nation itself. The fervent honor-culture the Hegemony engages in and promotes is also its greatest destabilizer. This ensures that those who are worthy enough to be the Hegemon are constantly wary to expand their influence and loyalties. If a Hegemon is able to survive his death-prone position by securing his strength, then he is worthy; if a ruler bucks under the accusing nobility, the wealthy guilds, and the foolish masses, then he is not worthy. Nobles are almost encouraged to dissent against their lord, as it tests their mettle. This constant battle within the Hegemony is a breeding ground for honorable zeal and has led to the Hegemony&#039;s combined interest in colonization and forays into the Orion Spur, so that the nobility and the Hegemon may grow in power (against each other). Such expansion and imperialistic attitudes are a means of keeping the populace in check; should peasantry engage in the system, then they may see a promotion in rank and honorifics by moving through the castes.&lt;br /&gt;
&lt;br /&gt;
The constant battering of the Hegemon by uprising lords and treacherous schemes is its boon and bane for both the nobles and the ruling clan (and the Guilds and the dead Church), but little has been said about the common peasant. It is true that even the rising middle class has little say in their government — the Hegemony is ruled by power, and those who lack it are unable to speak for themselves. Low nobility and commoners are constantly thrown about due to scheme after scheme, skirmish after skirmish between the nobles and the Hegemon. Frustrations against the Hegemony are, for the most part, tolerated, as the people speaking against the Hegemony have little political rights. Once dissenting talks turn into rebellion, however, it is always quickly put down — the Hegemony is quick to consolidate when the have-nots try to rise up. Large-scale revolutions have been prevented by autocratic force, but the clan system also keeps those under them with some influence, enough to keep everyone fed and content. Those who are not so easily tempered by this system in recent years join the [[Aut&#039;akh]] or [[Si&#039;akh]] cults, turning away from any authoritarian force over them and owing to why the system views them as such a threat.&lt;br /&gt;
&lt;br /&gt;
The Hegemon handles the international affairs of the state, as well as curbing the individual powers of the major land-owning nobles. They also directly charter the Guilds - now under Hephaestus - which feeds into their wealth. The internal affairs of the Izweski Nation are built off of a federal system and governed by a feudal hierarchy (though in recent years such a term, &#039;feudal&#039;, seems to conflict with the reformation into a more modern government), from the lowest lord with the worst land to the highest overlord that governs a vast region or an entire colony. Even the highest overlord bows directly to the Hegemon, and controls the taxes, edicts, other parts of their territory. Typically, the middling ranks are filled with the most cut-throat opportunists as lords seek more land and more influence — occasionally, one clan ends up owning the entirety of a territory as a result. The noble in charge of that province thereafter acts as a sort of &amp;quot;local Hegemon,&amp;quot; trying to sort out ambitious nobles and keeping the order. The only difference is that the Hegemon themself is still above the overlord, ready to remove them if they do not kneel in the end. Roughly the same system also occurs in the guilds of the Hegemony, though feuds are over positions and titles, not land and labor.&lt;br /&gt;
&lt;br /&gt;
The Hegemony technically rules over all of Moghes which fulfills the ancient prophecy — anyone, planetside or otherwise, knows this is a farce. The borderlands of [[The Wasteland|the Wasteland]], though settled by nobles and workers, is harried by raiders and poor resource outputs. Once it becomes worthless to expand forward, independent Wastelander settlements crop up, illegal yet existing, and no lord is going to care over a dusty desert village. After one passes the independent once-Traditionalist villages, there lies only sand and the dishonored. The Hegemony, for symbolic and economic reasons, is trying to terraform the Wasteland with the help of the K&#039;lax and Hephaestus, though due to raids, the expanding Wasteland, and the phoron scarcity it has not been profitable besides keeping what Untouched Lands remain intact.&lt;br /&gt;
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==== Hands of the Hegemon ====&lt;br /&gt;
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&lt;br /&gt;
Made up of the most powerful lords from the Hegemon&#039;s nobility, the Hands of the Hegemon advise Not’zar on the everyday affairs of the Hegemony together, ensuring that they are given a fair voice in the affairs of the tate. Each lord or lady fills an important political role, using their influence for the betterment of their people, and speaking on behalf of important interest groups. Many disagree with Not&#039;zar on matters of policy and culture, nevertheless, they continue to serve as his Hands. More information about the specifics of their roles can be found [[Unathi#Hands_of_the_Lord | here.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Rivers:&#039;&#039;&#039; [[Notable_Unathi#Azui_Hutay&#039;zai,_Overlord,_&#039;&#039;Lord_of_the_Wastes&#039;&#039;,_and_&#039;&#039;Izweski_Master_of_Rivers&#039;&#039; | Azui Hutay’zai ]]&lt;br /&gt;
&lt;br /&gt;
The bastion of Traditionalism with the Hegemony and the most traditionalist Hand of the Hegemon, Azui Hutay’zai originally fought for the Traditionalist Coalition during the Contact War under his father, but upon his ascent to the throne of Tza he chose instead to sue for peace, giving up his kingdom in exchange for a position as Overlord and keeping his lands safe from the nuclear war. Since then he has become one of the most powerful vassals in the Hegemony, rising to the position of Master of Rivers on the Hegemon&#039;s council. He believes in the economic policy of mercantilism, limiting imports and maximizing exports, and ensuring that there is little outside influence on the economy. It is for the latter reason Azui sees the status of Hephaestus Industries within the Hegemony as a mistake, and one he must make every effort to correct.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Court Priest:&#039;&#039;&#039; [[Notable_Unathi#Korza_Azandar,_Sk&#039;akh_High_Priest|Korza Azandar]]&lt;br /&gt;
&lt;br /&gt;
Due to [[Unathi_Recent_Events#The_Hegemon_Wakes!_(2461-2462)|political conflict with the church of Sk’akh]], this position was unfilled for four years, with the Sk&#039;akh Archpriests ruling the Church by committee. In 2466, ongoing religious turmoil and the rise of revolutionary faiths such as [[Aut&#039;akh]] and [[Si&#039;akh]] led the Archpriests to finally act, [[Demands of the Three Arc|raising Korza Azandar to lead them]]. Despite past difficulties with the Church, Hegemon Not&#039;zar appointed High Priest Azandar to the traditional position of Court Priest, allowing him to advise the Hegemon on spiritual matters - and firmly solidifying the Church as a political power in the Hegemony once again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord’s Claws:&#039;&#039;&#039; [[Notable_Unathi#Mizaruz_Izweski,_Lord_and_&#039;&#039;Izweski_Lord&#039;s_Claws&#039;&#039; | Mizaruz Izweski]]&lt;br /&gt;
&lt;br /&gt;
A former war hero, Mizaruz was married into the Izweski clan and made Lord’s Claws of the Hegemony shortly after the Contact War. He is utterly loyal to Not’zar, but viewed as an incompetent in strategic military matters by many Sinta. His diplomacy has been viewed favorably however, having managed to avert many crises both within the Hegemony and with other alien empires. He is the primary proponent for the further adoption of the new model war which allowed  the Hegemony its victory during the contact war. He has recommended several reforms, even going so far as to propose a standing army in addition to the Navy, but has been disrupted by more traditionalist elements who still wield considerable power within the military establishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Speaker:&#039;&#039;&#039; [[Notable_Unathi#Seleta_Sarnac,_Lady_and_&#039;&#039;Izweski_High_Speaker&#039;&#039; | Seleta Sarnac]]&lt;br /&gt;
&lt;br /&gt;
A dedicated public relations expert, Lady Sarnac runs the diplomatic arm of the Hegemony, with foreign ambassadors reporting directly to her. She is known to be a rival of Overlord Rokasi Miazso of the Southlands, and has frequently attempted to leverage her position to strengthen her clan&#039;s place in the region. She is also noted for her progressive standpoints, which has earned her the ire of more traditional nobles. She appears at Not’zars side at nearly all public events, crafting his image into one of power and certainty. She has also begun a campaign of propaganda, in an attempt to garner the loyalty of common sinta, particularly guildsmen and peasants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spymaster:&#039;&#039;&#039; [[Notable_Unathi#Hizoni_Izweski,_&#039;&#039;Izweski_Spymaster&#039;&#039; | Hizoni Izweski]]&lt;br /&gt;
&lt;br /&gt;
The only daughter of former Merchants&#039; Guild guildmaster Keicacu Razi, Hizoni rose to prominence when she defeated a murder plot directed at the Hegemon, killing two of the assassins herself and uncovering their paymasters - the disgraced Yiztek clan. Since then she has continued to protect the Hegemon, shoring up his precarious position anyway she can. On May 14th, 2465, she married Not&#039;zar Izweski, taking his name in the process. Little is known about Hizoni Izweski personally - perhaps fittingly for her position.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Consular Officers ===&lt;br /&gt;
A consul&#039;s job in foreign space is ultimately to represent the Hegemony and assist in legal matters for Unathi dealing with both the Hegemony and another government or group. However, a consul&#039;s own secondary objective may depend on their role in society back in the Hegemony. For instance, a Sk&#039;akh priest&#039;s interest outside of navigating legal channels would be promoting the Sk&#039;akh faith in a positive light, making sure Sk&#039;akh believers are not causing trouble, ensuring proper tithes are paid, and similar activities. A guildsman promotes their guild membership and benefits for joining; former healers endorse nearby Houses of Medicine and perhaps make sure a Unathi&#039;s working conditions are safe and healthy, especially in human space.&lt;br /&gt;
&lt;br /&gt;
A Hegemony consular must be a member of a noble clan, though not one who directly rules territory themselves. Open members of the Aut&#039;akh and Si&#039;akh faiths are not permitted to serve as consulars, though some may hold these beliefs in secret. Vaurca Gynes from the K&#039;lax Hive may also act as consulars for the Hegemony, as they are considered to be noblewomen within the feudal system.&lt;br /&gt;
&lt;br /&gt;
=== International Relations ===&lt;br /&gt;
&#039;&#039;&#039;[[Sol Alliance]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Izweski Hegemony worked closely with the Sol Alliance following first contact, but the aftermath of the Contact War and the Solarian retreat from Ouerea saw the two nations grow distant from each other. Though the Alliance maintained an embassy on Moghes, most of its high-ranking staff were recalled during the Solarian Collapse. Since then, the two nations have had little to do with each other, the main exception occurring in 2464 when the Southern Solarian Reconstruction Mandate and the Hegemony jointly prosecuted a notorious Unathi pirate on the planet Visegrad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony has good relations with the Republic of Biesel, with the two nations having numerous long-standing trade agreements and many Hegemonic Unathi working abroad in the Republic. During the [[KING OF THE WORLD|Solarian invasion of 2462]], the Kataphract Guild lent its services to Biesel, with Unathi warriors fighting alongside the Republic’s forces against the renegade 35th fleet. Though phoron imports have slowed since the scarcity began, the Hegemony still exports large quantities of raw materials such as plasteel and borosilicate glass to the Republic via Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While the Hegemony and Empire have occasionally cooperated in the past - the most notable example being the Battle of Youthstone, where a joint Izweski-Dominian force destroyed a major pirate stronghold on the planet Gwim’zala - relations between the two have always been tense. A large contributor to this tension is the ongoing privateering of Clan Kazhkz, who tend to favor targeting Izweski ships due to lingering resentment from the Contact War. As Hephaestus has grown in power in the Hegemony and Zavodskoi Interstellar has grown in power in Dominia, these tensions have notably worsened - with the two megacorporations discreetly attempting to sabotage one another’s efforts in the southern Spur. The execution of two Si’akh priests by the Empire in 2466 has led to the threat of trade sanctions against Dominia, though it remains to be seen if this is anything more than idle diplomatic bluster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elyra|Serene Republic of Elyra]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Elyra and the Hegemony have little formal diplomatic relationship, though a sizable population of Unathi migrant workers are employed by Hephaestus on New Suez. The two nations have had occasional border skirmishes in the past, and though these have ended the relationship between the two remains cold. As tensions between Elyra and Dominia escalate in the Sparring Sea, many in the Hegemony are increasingly concerned of the danger a war between their two main rivals could bring to their own nation, with their navy in little shape to repel a potential attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Coalition of Colonies]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony has no real relationship to speak of with the Coalition. The most notable tie is to [[Burzsia]] via Hephaestus Industries, where many Hegemony citizens have found lucrative employment. Due to concerns of the Hegemony growing into a potential threat to the southern member-states, the Coalition has engaged in several embargoes of the Hegemony in an attempt to diplomatically isolate it - most notably preventing the export of [[Vysoka|Vysokan]] foodstuffs during the recent famine on Moghes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nralakk Federation]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Nralakk Federation was one of two nations to make first contact with the Hegemony alongside the Sol Alliance, and jointly operated the Ouerean provisional government with them. Following Hegemon S’kresti’s demand for the return of Ouerea, the Federation withdrew completely from Uueoa-Esa and had little formal contact with the Hegemony for over a decade, remaining focused on their own affairs. [[New Blades Old Wounds Arc|In 2466, following political upheaval in the Federation and economic difficulties in the Hegemony, the two nations worked to restore their relationship]], signing the &#039;&#039;&#039;Nralakk-Izweski Mutual Prosperity Agreement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This treaty opened trade between the two nations, as well as making provisions for the use of Hegemony ports and stations by the Qukala and sending humanitarian workers to Moghes. Though some Hegemony lords were initially opposed, most public enmity towards the Skrell was silenced after the Izaku Rebellion, with few willing to openly align themselves with the traitorous Lord of Mudki. In the Federation, the Homeworld Traditionalist Coalition has argued against the agreement, though most of the other parties have backed it for their own myriad of reasons. &lt;br /&gt;
&lt;br /&gt;
The two nations have close ties, though trade through the Sparring Sea remains risky due to the presence of pirates, smugglers, and privateers - requiring great effort from both the Qukala and the Izweski Navy to ensure that trade routes remain open. Nevertheless, the agreement has forged a strong bond - and one that seems to promise a new approach to the wider Spur from both nations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony and the People’s Republic have decent diplomatic relations, as the two major non-human powers of the region - the two nations maintain embassies with one another, and their fleets have shared information in order to combat piracy in the Badlands. Relations between the two have occasionally been fraught, however - the PRA denounced the Izweski occupation of [[Gakal&#039;zaal]] prior to the planet’s vote to join the DPRA, while the Hegemony has openly denounced the PRA’s use of nuclear weapons during the war. Due to their own experiences, the Izweski have made several calls for nuclear disarmament on Adhomai - though so far, little has come of it. Though the two nations have never been actively hostile, both are wary of the possibility of future conflict.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Democratic People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony and Democratic People’s Republic have a hostile relationship, largely due to the events on Gakal’zaal. The Al’mariist government denounced the Unathi and supplied materiel and fighters to the rebels in the colony. Despite the normalization of diplomatic ties after the liberation of the planet, the relationship between both nations remains tense because of the Unathi situation in Gakal&#039;zaal; the Hegemony wishes for the Unathi residing there to regain citizenship, yet the bitter history between the previously-named Unathi nobility and the Tajara population there proves too recent a hurdle to pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[New Kingdom of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In an attempt to gain more allies, the New Kingdom approached the Izweski Hegemony recently. As part of the concessions to gain its favor, it denounced the Al&#039;mariist presence in Gakal&#039;zaal. The Unathi have also requested the NKA to recognize their claim to the planet, a demand that the Kingdom is still unsure if it will accept or not. Beyond this, the NKA and Hegemony have had little in the way of formal relations or trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Commonwealth of Hieroaetheria]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a result of the sheer distance between the Commonwealth and Hegemony territories, diplomacy between the two nations is light but does occur. To aid in combating the growing Wasteland, The Commonwealth has sent thousands of nymph seeds to Moghes in order to help clear radiation. Unathi merchants and smugglers have been known to make a stop in the Commonwealth&#039;s territory to purchase some goods to resell elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&#039;&#039;See also: [[Unathi#Society|Unathi Society]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Life in the Hegemony has changed very little since the emergence of feudalism centuries ago. There are the people at the top — nobles, guildsmen, aliens, and then there are the people at the bottom — the peasantry, Guwan, and more. The reverence of honor continues to be a major player in Unathi society even to this day. Conservative cultural norms such as the importance gender plays in deciding somebody&#039;s role in society, strong religious zeal, and arranged marriages, are upheld and persevere due to the stubbornness native to Unathi.&lt;br /&gt;
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=== Feudalism and Caste ===&lt;br /&gt;
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All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into distinct castes, each of which usually prevents upward mobility - though social mobility has become increasingly more common in recent years. The varied castes of Unathi society, and the genders associated with them, are as follows.&lt;br /&gt;
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&#039;&#039;&#039;The nobility&#039;&#039;&#039; or &#039;&#039;&#039;Sanza&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan members. These are the landed elite of the Hegemony, and the most powerful nobles influence the Hegemon&#039;s decisions. Nobles must own a tract of land, no matter how small, to be considered a noble. Land is inherited, purchased, or granted by the Hegemon (often by pleasing him or winning his wars). The nobility enjoy the comforts of off-world technology and are considered superior physically, mentally, and spiritually to the average peasant. It is important to note that one may be part of a noble clan and not be a noble--for example, children do not typically own land, so they are technically not noble, though they enjoy the privileges of the nobility all the same. Many of those that swear allegiance to the clan are considered part of the noble clan, but are not actual nobility.  This is not a gendered role, with men, women, and fishers being equally common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman&#039;&#039;&#039; or &#039;&#039;&#039;Akh&#039;&#039;&#039; is the general term for any Unathite clergy; priests however are exclusively members of the Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many priests are active participants in local politics and intrigue. Ever since the fall of the Church, much of what was considered &amp;quot;church land&amp;quot; was seized by enterprising lords--after the end of the civil war, the priests were able to hold on to some, but not all of their land. Th&#039;akh shamans have been unaffected by this change, though they always typically held much smaller tracts of land when compared to their Sk&#039;akh rivals, causing some tension. These roles are not gendered, though a priest or shaman&#039;s duties will change greatly based on their chosen gender.&lt;br /&gt;
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&#039;&#039;&#039;Healers&#039;&#039;&#039; or &#039;&#039;&#039;Riz&#039;akh&#039;&#039;&#039;  are, as their name implies, doctors. Like shamans, it takes many years studying and learning to become an official healer. A well-studied healer will typically swear allegiance to a noble clan (including their own clan) and treat for their clan only. Large noble clans have entire hospitals and multiple healers dedicated for their needs, while smaller clans may only employ one healer. This tradition has come to change, however--after the Contact War, the need for healers increased drastically due to the effects of radiation on Unathi. The Hegemon finances prospective healers to study abroad or at the Skalamar University of Medicine so that they may join public hospitals, paid at a similar (albeit lesser rate) than healers that are in service to a noble clan. Notably, even peasants have even been awarded this scholarship, though they must prove their skill at healing beforehand. The healer is the archetypically feminine role, with all in this position being considered women.&lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039;, known as &#039;&#039;&#039;Saa&#039;[clan]&#039;&#039;&#039;, are soldiers that fight under the banners of their Lords. They are seen as an ideal for male Unathi to strive for. They attach themselves to noble clans (including their own) and fight in that clan&#039;s conflicts, and clans are expected to give their warriors to the Hegemon in the event of war (provided it is not a civil war). Warriors are expected to follow the Warrior&#039;s Code perfectly. Warriors, like Healers, are pulled from the entirety of the populace, but it is up to that noble lord&#039;s discretion on who to promote. Warriors could be trained from birth in the family of the noble, a levyman that distinguishes himself in battle, or a random farmer forced into training--whatever the noble decides. Warriors, in peace time, guard their noble clan or serve in the Hegemony. Warriors are occasionally awarded land for their service, either by their overlord or the Hegemon himself. Warriors who attach themselves to the Hegemony himself and not any noble family are known as Kataphracts. The warrior is the archetypically male role, with all engaging in such activities being considered men.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphracts&#039;&#039;&#039; or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039;, are an ancient class of warriors that has recently been revived by Not’zar Izweski. They attach themselves to the Hegemony itself rather than a clan and follow the [[Unathi Honor|Warrior&#039;s Code of Honor]] strictly. When they are not summoned to do battle for the Izweski, Kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another Kataphract if they prove themselves in battle to be especially brave and worthy, though lords are hesitant to hand off their best warriors to the Hegemon. Women cannot become Kataphracts; only those that claim the soul of a warrior may become one. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Kataphracts as a result take to adventuring across the galaxy to earn credits and make their name, and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle. &lt;br /&gt;
&lt;br /&gt;
Besides their ventures in the frontier and Tau Ceti, the Kataphracts were purchased as mercenaries by the People’s Republic of Adhomai to fight in the [[Tajaran_Military_Structures#The_S&#039;rend&#039;marr_Coalition|S&#039;rend&#039;marr Coalition]]. They were utilized to primarily protect urban areas and officials. The Kataphracts suffered heavily in their deployment however, struggling to balance their precepts of honor with the harsh reality of guerilla war on Adhomai. Their experiences left them embittered against Tajara of the DPRA, a feeling many Hegemony clans would share following the [[Gakal&#039;zaal|Gakal&#039;zaal conflict]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039; or &#039;&#039;&#039;Zo’saa&#039;&#039;&#039;, are Unathi that have pledged themselves to the life of a Kataphract, yet are not appointed. They are warriors that have attached themselves to the Hegemony, but have not actually been appointed a Kataphract by the Hegemon. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways, in accompaniment with real Kataphracts. Many Kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and the goal of &amp;quot;Kataphract-hood&amp;quot;, tested against the well known trend of the star system to break down conservative Unathite beliefs. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a Kataphract.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spies&#039;&#039;&#039; or &#039;&#039;&#039;Zo&#039;kaa&#039;&#039;&#039;, occupy the same rank as the warriors for Unathi, being the female counterpart to the warrior caste. Similarly, while male Unathi look up to warriors as an ideal, women look up to spies with an equal amount of reverence. Spies, however, are in an often unique position - a majority often serve their Lords for whatever intelligence they are looking to collect, but can also be reached out to by spymasters should they be looking for dangerous elements, especially in outlying territories. Generally speaking, &#039;&#039;&#039;spies&#039;&#039;&#039; are often what humans consider to be detectives of sorts, and lower rank and file spies work as investigators. Some spies specialize in gathering information through subtle questioning and incentivizing cooperation, while others are masters in infiltration and blending in. This is a traditionally feminine position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spymasters&#039;&#039;&#039; or &#039;&#039;&#039;Kaa&#039;&#039;&#039;, are those that gain a reputation by word of mouth between those that would seek their employment - namely, powerful Lords, merchants, priests, and other figures of influential clans. Such spymasters become operators themselves of other spies, using their experience to give potential leads, offer guidance to newer spies, and take up larger work from the Izweski Hegemony. Spies themselves do not attach themselves to specific clans, and are instead forced to serve whomever their spymaster decrees.&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local Lord or Guildmaster before being considered as such and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class. Guildsmen can be men, women or fishers; with fishers commonly making up the bulk of a Guild&#039;s labor force while women usually are the outward face of any aspects regarding external business. There are a few exceptions, but those that stray from these norms within Unathite culture are shunned and face a more difficult uphill battle in gaining recognition and becoming successful. Peasants who work for guilds are not considered guildsmen. Following the rise of Hephaestus Industries, most guildsmen are considered Hephaestus employees. This is a non-gendered role, though this depends on guild - members of mercenary guilds are considered male, while members of medical guilds are considered female and most productive guilds would be considered as fishers.&lt;br /&gt;
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[[File:Fuedalism.png|thumb|A visual representation of Izweski feudalism.]]&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living in slums and working in guild factories. Peasants have zero political power and are at the mercy of their overlords. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land. Peasants only have meager influence when organized into clans, in which they can appeal for better things to their lord or guild, like a crude worker&#039;s union. This is how peasants ascend to the middle class, though they are still at the whims of their lord--and if a lord or guild dislikes what you or your clan is doing, you will be immediately stomped out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Hegemony society. As punishment for their crimes, they are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever-advancing upwards. They typically work the worst jobs and sleep on the street, as they are not allowed to own property. Aut&#039;akh usually end up in this caste as well, as most of them are denounced by their clan or Lord. The only chance that a Guwan has to ever lose their status is to be adopted into another clan or proven innocent of their crimes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
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&lt;br /&gt;
Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have largely been warriors, though with a few notable exceptions. Hegemon Ayzi Sarakus is historically recorded as a fisher, and there have been several recorded healers and fishers to have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
&lt;br /&gt;
In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
&lt;br /&gt;
In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
&lt;br /&gt;
Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
&lt;br /&gt;
On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
&lt;br /&gt;
Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
&lt;br /&gt;
Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Relationships and Marriage ===&lt;br /&gt;
Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled. The Hegemony rules all.]]&lt;br /&gt;
&lt;br /&gt;
Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;two fishers, or two different genders&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
&lt;br /&gt;
Divorces in the Izweski Hegemony must be requested through the Sk&#039;akh Church, where a member of the clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses&#039; clan - a woman is often seen as being unable to do something so violent against another soul.&lt;br /&gt;
&lt;br /&gt;
Oftentimes, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, women display acts of debate or healing, and fishers display skilled craftsmanship. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best two are fated for each other.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Military Structure]], [[Unathi Honor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most major nobles have standing personal forces, which are augmented by levies in times of war. Following the end of the Contact War, many levied troops have remained in the service of the Izweski, having lost homelands to return to. Outside of the levy system, the Hegemony maintains a professional navy to project power on the interstellar scale - though it is currently suffering great difficulty from the phoron scarcity, which has rendered outlying colonies vulnerable to pirate raids and the inability to defend against attack from other regional powers such as Elyra or Dominia.&lt;br /&gt;
&lt;br /&gt;
The Kataphract Guild acts as the personal force of the Hegemon when called, though they act as mercenaries in peacetime. They are highly-trained and well-equipped fighters, though they abide by the Warrior&#039;s code with a level of dedication that would make even the most zealous of ordinary Sinta look twice. Though their insistence on honorable tactics has often caused them difficulties - particularly in their involvement with the S&#039;rand&#039;marr Coalition - the Kataphracts are widely regarded as some of the finest fighters in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Though technically the standing levies of High Queen Zkaii, the K&#039;lax are also a major contributor to Izweski military power, with legions of K&#039;laxan warriors and the support of enormous specialized warforms acting as a major force multiplier for Hegemony ground forces. The Lord-Admiral Za&#039;Akaix&#039;Xitac K&#039;lax commands all the Hegemony&#039;s currently-mobile vessels, and their alien intelligence and connection to the Cephalon network has given them a reputation as an undefeatable commander - a reputation which has yet to be disproven.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Spaceflight]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to first contact, Izweski technology was slightly ahead of twenty-first century Earth - though far more stratified in its distribution. Luxuries such as air travel, automobiles, television and advanced medicine were reserved for the nobility, while the peasantry made do with outdated and relatively primitive equipment. Nuclear weapons were widely distributed over Moghes, with both the Hegemony and the more powerful independent nations having access to nuclear-capable ICBMs. It was generally believed that the possibility of mutual destruction would act as a balancing factor against war - though this would not prove to be the case. The Izweski space program had progressed rapidly, with the first colonists landing on Ouerea in 2390.&lt;br /&gt;
&lt;br /&gt;
The introduction of alien technology changed Moghes rapidly - extranet connections and holoscreens are common across the urban centers of Moghes, advanced medicines such as dexalin and ryetalyn can be acquired through the House of Medicine, and the Izweski navy is outfitted with high-quality laser rifles and the advanced hardsuits known as &#039;breachers&#039;. Nobles in the Untouched Lands enjoy a quality of life on par with that found anywhere in the Spur, and increasing social mobility means that many peasants have found hope that one day, they too will enjoy the full benefits of the modern age. The introduction of Vaurcae to the Hegemony has also brought new technological advances, such as the now-commonplace energy-based melee weapons and the establishment of gene clinics to treat the genetic defects caused by lingering radiation.&lt;br /&gt;
&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a village and how well they can fish and hunt. Due to the distance from city centers, essential supplies like medicine are hard to come by locally and, more often than not, expensive. Access to domesticated threshbeasts, railroads, and the occasional car allows for travel to nearby tradeposts, so even though such supplies are expensive to import, one can still obtain them if they have enough coin. These threshbeasts also allow those that work skilled labor to exchange information on techniques to work trades in the city.&lt;br /&gt;
&lt;br /&gt;
Each rural town generally has a radio so important news, orders from a Clan Lord, weather forecasts, and the like can be broadcast to the clan leader in the village. Often times, over the radio is how many rural Unathi receive statements from Not&#039;zar, and most have not seen a likeness of him. Cheap holoscreens are becoming increasingly common in rural areas, and the wealthier peasant clans sometimes can afford to buy more than one car. The most advanced aspect of life for rural clans is the aquaponics system, one that Hephaestus engineers have helped develop to maximize livability for fish in these farms. Most Lords and Clan Lords see to it these systems remain up to date as possible, else starvation and minimal profits will be turned from a given clan.&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Tret&amp;diff=38598</id>
		<title>Tret</title>
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		<updated>2026-02-23T23:10:04Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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{{Unathi_Culture}}&lt;br /&gt;
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{{Infobox Planet&lt;br /&gt;
|Name = Tret&lt;br /&gt;
|System = Uueoa-Esa&lt;br /&gt;
|Image = Klaxflag.png&lt;br /&gt;
|Sector = [[The Orion Spur#Badlands|Badlands]]&lt;br /&gt;
|Capital = Ksyne’kizar&lt;br /&gt;
|Species = [[Vaurca]], [[Unathi]]&lt;br /&gt;
|Languages = Sinta&#039;Unathi, Sinta&#039;Azaziba&lt;br /&gt;
|Demonyms = Tretian&lt;br /&gt;
|Nation = [[Izweski Hegemony]]&lt;br /&gt;
}}&lt;br /&gt;
The industrial heart of the [[Izweski Hegemony]], &#039;&#039;&#039;Tret&#039;&#039;&#039; is a planet in the [[Uueoa-Esa]] system that resembles a gigantic factory due to Vaurca intervention. It is entirely encased in machinery, appearing more like an artificial structure due to its fuming hardware. The production capabilities of the planet have been essential for the Unathi race in their recently-entered Bluespace Age. It also serves as the capital of the [[Vaurca Hives#K&#039;lax|K’lax Hive]], ruled by [[Zkaii, The Sleepwalker|Overlord Zkaii]]. Although Vaurcae are the main sapients on the planet, Tret is sometimes considered the &amp;quot;third colony&amp;quot; by [[Unathi|Moghesian Unathi]].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
Astronomical documentation of the planet Tret can be traced back to the period of the [[Unathi History#The First Hegemony|First Hegemony]] when court scientists became the first to observe the planet’s orbit. Many early Unathi astronomers believed the planet to be a small star or a sunspot, while others believed that Omzoli and Tret were twin planets or that the same planet possessed two unique orbit trajectories. The first Unathi telescope was built in the early 18th century by the craftsmen of the University of Ma’ha’rem and it wasn&#039;t long before astronomical tools were revamped, allowing a far better study of the Uueoa-Esa system. During this period, Borsk Kizar—a descendant of the pioneer astronomer [[Uueoa-Esa#Ouerea|Kizar Yiuz’ku]]—was the first to observe the iconic massive crater on the planet’s surface, which was christened &amp;quot;Kysne’kizar&amp;quot; after him.&lt;br /&gt;
&lt;br /&gt;
In the early [[Unathi History#The Third Hegemony|Third Hegemony]], when scientists began to dream about yet-distant space colonization, Ouerea became the obvious candidate due to its similarities to Moghes. As a result, further investigation of Tret became scarce beyond scientific curiosity, as it was considerably less attractive than the habitable Ouerea. Prior to the [[Contact War]], an exploratory probe was sent to Tret, and although the machine never returned to Moghes, valuable information was gathered during its active period. Upon review, the Unathi researchers discovered Tret possessed a surface rich in metal and ore. Following the Contact War, [[Hephaestus Industries]] became interested in mining Tret’s abundant resources. The planet was leased, with formal operations beginning in 2453 however, the underdeveloped Unathite infrastructure led to a slow expansion on the surface of the planet. Hephaestus established a shipping shuttle and introduced automated mining, while a permanent station was erected near the planet but it struggled to break even economically. &lt;br /&gt;
&lt;br /&gt;
Controversially, Hegemon Not’zar Izweski granted Tret to the K’lax Hive in 2459. Despite the emerging conflict of interests, the Hive and the megacorporation reached an agreement known as the &#039;&#039;&#039;Ksyne’kizar Economic Treaty&#039;&#039;&#039;. Today, while most of the current Tret infrastructure is built and operated by the K’lax Hive, they have gains of roughly 17 percent due to reinvestments in growing the planet&#039;s facilities. Many believe it is Hephaestus and the Hegemony that truly benefit the most from the treaty, both of whom get a large portion of the profit. The Hegemony receives these credits in tithe and Hephaestus in both support costs and exuberant transport fees in exchange for providing freighters with which to move the manufactured goods out to the Spur. &lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
Before the K’lax arrival, Tret was characterized as a barren, lifeless rock. Due to its unique orbit, most of the planet receives heavy radiation from Uueoa-Esa, the system’s star. The poles are permanently in darkness and have a very different temperature than the rest of the planet. On these poles, the only water deposits on the planet were found completely frozen. While these factors were significant for the small-scale operations on the planet’s surface, the complete transformation of Tret by the K’lax Hive has deemed them irrelevant. Today, no areas of the surface are visible to the naked eye. Instead, narrow metal passages, many poorly lit, connect the megastructure’s sectors in a cubical shape. &lt;br /&gt;
&lt;br /&gt;
Tret&#039;s interior varies depending on the sector. Most of them are used for industrial purposes, while some were adapted for living. Only a few areas of the planet are equipped with oxygen, known as &amp;quot;Oasis bubbles&amp;quot; by the unfortunate Unathi and human workers. By far the most hostile areas of Tret are the giant forgeries, with only a few specialized Bioforms able to tolerate the extreme heat. The outside areas of Tret’s machinery are covered entirely by solar panels. These panels serve as an auxiliary power source, and the reflective nature of them makes Tret appear as a radiant star in the Moghesian sky. During some seasons on Moghes, nights have become shorter as Tret’s brightness impedes the dusk. &lt;br /&gt;
&lt;br /&gt;
Space debris quickly accumulates around Tret’s thin atmosphere. After three months, litter covers the entire planet, turning the solar panels useless. To combat this, the K’lax Hive periodically moves the debris closer to the sun, sometimes igniting the waste inside the star. Nonetheless, most of the space debris remains close to the planet, colliding with Pid’s asteroid fields. &lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
The large, malleable facilities on Tret allow for the colossal factory to have one of the highest gross domestic products in the Orion Spur. Nevertheless, due to the nature of the Ksyne’kizar Economic Treaty, profits are mainly enjoyed by [[Hephaestus Industries]] and the [[Izweski Hegemony]], not the K’lax Hive. As a result, the performance of what could be the most stable Vaurcae economy is dwarfed by the other Hives, which have reached a more qualitative agreement with third parties.&lt;br /&gt;
&lt;br /&gt;
Tret is one of the largest exporters in the galaxy. The K’lax Hive is often required to aggressively increase its position as a primary manufacturer in order to keep Tret sustainable. As a result, Tret labour is inexpensive, which is an invitation for foreign states to use the planet’s industry instead of their local facilities. The cheapness of many Tret-made products has gained a bad reputation across the Spur, with the phrase &amp;quot;made in Tret&amp;quot; used as a pejorative for low quality. &lt;br /&gt;
&lt;br /&gt;
Tret&#039;s massive industrial output is primarily in ore, refined materials, and—more recently—miscellaneous goods ranging from spare parts and pharmaceuticals to tools for the [[Unathi Military Structure|Hegemony navy]], terraforming equipment, and even canned foodstuffs to be shipped to [[Moghes]] or beyond. The production of these goods is massively sped up by the presence of Uta&#039;ka&#039;yat, or All-Factories—not unlike the ones later created on [[Xakt, Queen of Corpses#Her Brood|Luthien by the Zo&#039;ra Hive]]—which are extremely adaptable facilities capable of producing masses of goods very easily, limited only by size. &lt;br /&gt;
&lt;br /&gt;
The most noticeable difference between an all-factory and a traditional super factory is not production speed but rather that they can be re-tooled almost instantly to fulfill orders, with one factory capable of swapping from making canned food to producing consumer electronics in a matter of minutes, depending on how the demand and supply change. On Sedantis, this feature was essential considering the often very limited space that would be used by setting up multiple factories to produce items. This has resulted in what many outsiders view as a chaotic production environment, with only Bound Vaurcae, specifically created for the job, said to be able to keep tabs on exactly what is being produced at any given time. Hephaestus workers trying to keep track are often bamboozled as graphs and charts have massive changes right in front of their eyes, and freighter crews are given last-minute instructions to pick up completely different cargo than what they came for, although only very rarely does this apparent disorganisation lead to problems. Due to the K&#039;lax Hive having no vessels of its own, these same freighter crews allow the Hegemony and the corporation to exercise greater economic control over the planet. &lt;br /&gt;
&lt;br /&gt;
While the Hive may produce as many goods as it desires, if only a certain amount is shipped, no credits will be made from the end product. As such, these two parties can often gain a far greater cut than they otherwise would in artificially expensive transport fees caused by &amp;quot;dangerous conditions.&amp;quot; Seeing as the alternative is not being able to get exports off-world, the Hive has seemingly accepted this as a way of doing business, exploitative though it may be. &lt;br /&gt;
&lt;br /&gt;
The majority of facilities on the surface, and in many cases below it, are staffed by thousands of Bound Vaurcae who perform the same simple tasks on a daily basis. When this would be impractical, or a task requires more free thought, K&#039;lax, and sometimes even Unathi or Human workers, are used. Hephaestus is well aware of the risk and poor conditions associated with the planet for these staff and offers generous pay, good injury compensation plans, healthcare, and typically short contracts, allowing them to work for a handful of months before shifting elsewhere. These workers are primarily used for staffing facilities during a Bound shortage, excavating mining equipment that has collapsed, transporting freight, tracking down transports that failed to arrive on time, or staffing the Neutron Forge and associated super factory in orbit.&lt;br /&gt;
&lt;br /&gt;
All of this comes together to make Tret the industrial heart of the Hegemony, producing both a grand amount of credits and supporting further K&#039;lax technological production. More recently, the planet, which typically exported much more to the wider Spur, has turned towards supporting Moghes as the phoron crisis deepens.&lt;br /&gt;
&lt;br /&gt;
===Neutron Forge===&lt;br /&gt;
A moderately sized foundry orbiting Tret, designed by a collaboration between K’lax Lesser Queen Vetju and Hephaestus Industries&#039; Research and Development teams. The ambitious project was first unveiled late in 2461. Whilst dwarfed in sheer size by many of Hephaestus&#039; other Orbital Super Factories and its production lines being only capable of refining raw resources such as steel, gold, and uranium, its most notable feature is the inclusion of an experimental K’lax Neutron Forge at the center. &lt;br /&gt;
&lt;br /&gt;
Originally used on Sedantis as a critical way of producing resources that could not be harvested efficiently from the crust of the planet or mass-produced through other methods within the confined caves, the Neutron Forge is capable of disassembling phoron and reconstructing it on a molecular level into other objects, often in a stronger form than traditional refining. Unfortunately, despite [[Vetju, Iron Queen|Vetju’s]] and her Workers&#039; best efforts, the original designs are currently unfeasible to create due to the incredible cost of both constructing and maintaining them. Unwilling and unable to divert so much work away from ensuring the survival of her brood, this new version of the Neutron Forge is only capable of producing raw resources and consumes an astronomical amount of phoron. In spite of this, both Hephaestus and the K’lax Hive considered its launch a success worthy of celebration, helping further tighten the bonds between the two. &lt;br /&gt;
&lt;br /&gt;
The manufactory is staffed by a large group of both Vaurcae and Unathi who work tirelessly to maintain the forge, supply it with phoron, refine the resources that come from within it, and transport them to their destinations, typically other Hephaestus’ facilities within the Hegemony and beyond. The forge ran without ceasing until 2463, when it began to feel the effects of the Phoron crisis. Many of the factory’s employees were laid off within the first few months of the crisis, and more redundancies are expected as phoron becomes scarce. Despite this, it is producing nearly a fifth of the Spur’s plasteel and borosilicate glass, materials that are typically difficult to create in such large quantities. &lt;br /&gt;
==Life on Tret==&lt;br /&gt;
Life on Tret is difficult. The poor conditions and long shifts have drastically reduced Bound Vaurcae’s life expectancy. Once considered some of the best-maintained members of the species, Tretian Bound live up to ten months due to their hazardous environment. More often than not, Workers repeat the same menial tasks without any respite until they drop dead. Although Vaurcae do not require many luxuries, the living sectors are considered unhygienic and breeding grounds for malaise and social disruption. K’lax Queens, wishing to prevent a situation similar to Mendell City’s [[Flagsdale]], have set up the living camps as temporary facilities, disarmed them periodically, and relocated all of their members. Resettlement often attempts to keep hive-cells together, but members may be separated if the Hive deems it necessary.&lt;br /&gt;
&lt;br /&gt;
Aliens in Tret are never permanently accommodated and are employed only temporarily. Some humans and Unathi see working a few months on Tret as an opportunity to seek better economic opportunities; however, shortly after their arrival, sophonts frequently regret their decision. In many cases, long-term or multiple visits to the industrial mazes of the planet may result in depression, anxiety, and even agoraphobia. &lt;br /&gt;
&lt;br /&gt;
The brutality of Tret’s sweatshops has been denounced by the galactic community, especially by politicians who hold anti-Vaurca sentiments. As a part of a Zo’rane smear campaign against the K’lax Hive, many Biesellite products now contain &amp;quot;Vaurca-cruelty free&amp;quot; labels, swinging the public perception of Tretian goods as unethical.&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
A logistical issue the K&#039;lax Hive had to resolve when colonisation of the planet truly got under way was how best to manage the movement of sapients across what would become the winding factory surface. While shuttles appeared to be the obvious choice for many K&#039;lax and Hephaestus employees, simulations revealed that the amount required would only add to the already congested skies. K&#039;laxian engineers proposed many solutions, but the one that gained the most steam was the &amp;quot;Tyik&#039;Opakt,&amp;quot; or &amp;quot;Vacuum Train System.&amp;quot; Not unlike similar human designs, the train uses magnetic levitation inside vacuum tunnels to accelerate to extremely high speeds, so much so that it can cross the entire surface of Tret in a little over an hour. &lt;br /&gt;
&lt;br /&gt;
Several years after first being proposed, vacuum trains are now the most prevalent form of transportation on the planet. Train lines and their tunnels create an ever-expanding criss-cross on maps, moving alongside and over one another in a complicated pattern, and transport not only takes workers from one location to another but is the backbone of moving supplies to and from spaceports to be picked up and utilised or transported off-world by Hephaestus freighters. Many of these trains are crowded and illuminated with dim light, if any, and created primarily for usage by the Vaurca majority of the planet, who prefer such conditions, but a few do exist that provide more amicable conditions for the other sentients that inhabit the planet.&lt;br /&gt;
&lt;br /&gt;
===Power===&lt;br /&gt;
Experts determined early in its colonisation by the K&#039;lax Hive that Tret would be extremely power-hungry. While some of this initial energy could come from existing Hephaestus infrastructure and an abundance of solar panels coating buildings, a more permanent solution would need to be devised before long as factories swelled in size and the barren rock was industrialized. This solution would come in the form of &amp;quot;Tyu&#039;kata,&amp;quot; or &amp;quot;Radiant-energy spires,&amp;quot; which are large, towering structures that dominate the nearby cityscapes. These contraptions work by capturing bursts of gamma radiation emitting from the local star and turning it into energy at an extremely efficient rate, which is enough to sate the energy appetites of the rapidly growing web of machines. This general idea was originally implemented by a K&#039;laxian engineer on Sedantis, who suggested striking such towers up through the roof of the caverns to the radioactive surface, which was employed with much success. The modern version of Tret is considered an iteration of these original designs.&lt;br /&gt;
&lt;br /&gt;
===Hazard Rating===&lt;br /&gt;
Tret is separated into sectors by a system known as the &amp;quot;Hazard Rating,&amp;quot; which measures the location&#039;s danger levels. The higher the risk an individual is willing to take, the higher the pay. This rating is done from 0 to 5, with 0 being completely liveable for humans and 5 being near instant death for anyone other than highly-specialized Vaurcae. Most locations on the planet fall somewhere between the 2 and 3 categories. These hazard ratings and associated hazard pay help balance the distribution of company staff across the planet and help minimize—although not stop—poor behaviour in higher-risk quadrants. After all, it is the employees&#039; choice to work in these locations, and they receive adequate payment, which more often than not reflects that. &lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Ksyne&#039;kizar/Kizar&#039;s Crater (Hazard Rating 0)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unlike other areas on the planet, Tret’s primary crater was domed and better preserved for historical purposes. Hephaestus Industries originally selected Ksyne’kizar to build an amenity surface base, much like the lunar cities in the Sol system. The project was halted in 2459 with little infrastructure prepared—nothing much beyond a local gravity generator, oxygen systems, and a reinforced borosilicate dome. Since the arrival of the K’lax Hive, Ksyne’kizar has been chosen as the de facto capital. Nonetheless, preparing the rest of the planet’s infrastructure was a more pressing issue, and the crater remained undeveloped beyond the Royal Chambers. After the unveiling of the Zo’rane city of New Sedantis in late 2463, the K’lax Hive placed more effort into creating its own cosmopolitan capital, a strange sight amidst the planet&#039;s sprawling industrial maze.&lt;br /&gt;
&lt;br /&gt;
Preparations for the Ksyne’kizar are far from finished; however, the city&#039;s surface is marketed toward human and Unathi visitors. Although the Hive does not expect major tourism to occur in Tret, Ksyne’kizar is a corporate haven, ready to host any important events that may occur on the planet’s surface. Currently, the main plaza of Ksyne’kizar’s surface has remnants of Tret’s original exploring probe as an attraction. The subterranean part of Ksyne’kizar is by far more developed. Nevertheless, the desire for Queen Tupii to create a lavish atmosphere continues to demand more labor on a planet that already runs at maximum capacity. The design of Ksyne’kizar’s wonders, which follow traditional Vaurca masonry, is uncharacteristic of the otherwise utilitarian configuration of the planet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Alpha Station Euthenia (Hazard Rating 0)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Considered the base of operations for Hephaestus Industries, the Alpha Station Euthenia is located in orbit around the planet. To properly compensate its workers, Hephaestus provides most of the modern amenities in Euthenia, including a video games room, sports facilities, a movie theater, and the largest holodeck in the region. Human and Unathi workers only have a four-day workweek. Nonetheless, their shifts tend to be long and exhausting. Furthermore, due to the mining operations&#039; remoteness from the planet&#039;s orbit, the majority of workers must stay in the Beta Station Soteria or camp in one of the emergency temporary facilities. For this reason, Hephaestus emphasises the need for a relaxed environment inside the Alpha Station, where employees may make the most of their spare time. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Beta Station Soteria (Hazard Rating 1)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Soteria is a surface station to which most Vacuum Train System routes connect. Though Soteria staffers live inside here for extended periods, most visiting workers only occupy the station’s chambers during their workdays. It is modestly equipped and described as &amp;quot;utilitarian&amp;quot; by the megacorporation. While considered a haven by many of the miners and prospectors during their expeditions, Soteria is not entirely safe. Due to its position near the planet’s radiation belt, some areas may be required to be evacuated periodically and collapses have been known to create breaches in the past, causing peril to the occupants. Nonetheless, Soteria is appreciated by most of Tret’s alien employees. On occasion, workers cannot reach Soteria for shelter after their long shifts. These miners usually have to camp in some of the Oasis bubbles, which are considered Soteria outposts. It is always recommended that workers stay within reach of a camping spot. Sleeping near mining operations is the leading cause of death for non-Vaurcae workers on the planet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Industrial Shipping Center===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Industrial Shipping Center is Tret’s primary port. The facilities also include domestic warehouses, where goods are stored before shipping. In order to maintain the quality of many products, the Industrial Shipping Center maintains an environment free of the planet’s notable pollution. Nevertheless, pressure conditions are similar to space—tolerable for Vaurca Workers but demanding a voidsuit for the occasional Unathi laborer. While Warriors are employed to patrol the site, the amount of imported and exported cargo exceeds the capabilities of Vaurca surveillance. Thus, the Industrial Shipping Center has gained the reputation of a freeport. This fame has made the port vulnerable to space piracy, particularly from the Sinta and Queenless Vaurcae groups.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Kloz&#039;xera Impact Site (Hazard Rating 2)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Located on the southern pole of the planet, the Impact Site is the location where the K’lax Hiveship originally touched down. Upon contact with the ice sheet, the fiery landing meant that much of the ship’s body sank, rapidly creating a lake of molten lead. The K’lax Hive believed this situation to be a boon, and since then, Queen Vetju took advantage to begin an aggressive process of industrialization. Although not much time has passed since the event, the Kloz’xera Impact Site no longer resembles its primitive state. Instead, it was quickly transformed into the primordial foundry, upon which all infrastructure was built. Since early 2461, the workshop has been closed. Currently, specialized teams are responsible for salvaging the interiors of the Hiveship. It is considered a complicated process, as debris and brimstone make the abandoned ship difficult to traverse. Though it remains a rumor, it is said that Queen Leto is interested in turning the Impact Site into a museum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Rea (Hazard Rating 2)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Rea is a fortress located on the west side of the planet. It acts as a storage facility for the Bound Warriors of the K’lax Hive. Additionally, it is believed that the K’lax use this facility to protect the most delicate information. Although unconfirmed, the rumor stems from Rea containing Hegemony levies. Compared to Dis, the stronghold of the Zo’ra Hive, Rea is minuscule, and it is often overlooked, as Tret is a heavily industrialised planet. However, the fortress is notable for being the first Warform storage facility in the Spur. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Pid (Hazard Rating 3)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Pid, and its asteroid surroundings, currently serve as a large-scale K’ois farm operated by the [[Leto, The Seeker#Recent Events|Leto brood]]. The infrastructure for the farm has improved over the past few years, with more safety measures to ensure no K’ois spread beyond the field. Nonetheless, breaches still exist, which endanger cargo and passing ships. The reputation of the &amp;quot;cursed asteroids,&amp;quot; as they are commonly known, has prevented some parties from receiving Tret-manufactured goods in their territory, such as [[Republic of Elyra|Elyra]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Lii&#039;kana (Hazard Rating 5)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The term Lii’kana is usually translated as &amp;quot;Hell.&amp;quot; Although Vaurcae lacked the religious concept of eternal fiery damnation, the term has been used metaphorically since the [[The Great Hive War#The Battle of the Ryitu&#039;kya Abyss|sinking of Illau’tia]] to refer to the Lii’dra’s capital. In the context of Tret, Lii’kana, or Hell, refers to the deepest forge of the planet. Due to its significance in the production process, it is also considered the heart of Tret. However, despite its importance, Lii’kana has a bad reputation for being the most brutal area on the planet. Here, only advanced engineered bioforms can survive. As all workers in Lii’kana are Bound Vaurcae, the Unbound and other sophonts often speculate as to how the facility actually looks. The reported high temperatures, the colossal quantities of refined metals, and the short lifespans of its workers all suggest that Hell is an apt name for this workshop.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi_Colonies&amp;diff=38597</id>
		<title>Notable Unathi Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi_Colonies&amp;diff=38597"/>
		<updated>2026-02-23T23:09:48Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&lt;br /&gt;
With their first interstellar-worthy ship leaving Moghes on [[Contact_War#The_Uezwik_Incident|the 3rd of February 2438]], and the [[Izweski Nation|Izweski Hegemony]] itself being slowed down in this endeavor by the following Contact War, Unathi have only very recently begun to colonize worlds. Compared to the other main powers of the Spur, these colonies are few and far between, and relatively small. Still, some ended up turning more or less important, for the Unathi, or for the rest of the [[Orion Spur|Spur]].&lt;br /&gt;
&lt;br /&gt;
= Main Hegemonic Colonies =&lt;br /&gt;
&lt;br /&gt;
Being the main Unathi power in the Spur, most Sinta colonies are part of the Izweski Hegemony. Other than Ouerea, Each of these colonies, due to their limited size, are led by a single lord, each directly under the orders of the Hegemon himself. &lt;br /&gt;
&lt;br /&gt;
== Ouerean Confederation ==&lt;br /&gt;
&lt;br /&gt;
Ouerea was originally settled in 2390 and was intended to be the Hegemony&#039;s first planetary colony. Though the colony’s first days were slow, the first contact, and assistance from Skrell and Humans allowed the colony to grow quickly. By the time the Contact War came, Ouerea found itself with next to no ways to rely on the Hegemony, and ended up self-governing, occasionally receiving assistance from other species, which even led to some Skrell and Humans moving there. After the Contact War, and when the time for the Hegemony to claim the colony back came, clans across Ouerea came together under the banner of the Confederation of Ouerea. This revolutionary movement was unsuccessfully suppressed by the alarmed aristocracy, and it became unstoppable. Despite the objections from the Overlord of Ouerea, who went as far as to assassinate rebel negotiators, they were granted limited self-rule by Not&#039;zar Izweski. Angry with this, the Overlord Yiztek tried and failed to assassinate the Lord-Regent, and was summarily deposed and his entire clan made Guwan.&lt;br /&gt;
&lt;br /&gt;
=== The “Ouerean Model” Government ===&lt;br /&gt;
&lt;br /&gt;
Following the revolution of 2460, the feudal system has been completely abolished on Ouerea - replaced with democratic governance by an elected body known as the Synod of Scales. Each city on Ouerea elects representative to the Synod dependent on size - though one of the terms of the peace between Ouerea and the Hegemony was that only Unathi would make up the speakers of the Synod, and that they would answer to an Overlord chosen by the Hegemon. This was later amended to give the planet&#039;s Skrell population a single non-voting seat, though the humans of the planet are still without any representation.&lt;br /&gt;
&lt;br /&gt;
In recent years, Ouerea has once again been plunged into unrest, as the aquacultural efforts of [[Hephaestus Industries]] potentially threaten the planet&#039;s ecology. Protests on Ouerea turned into riots, which were mercilessly struck down by Izweski bannermen. As Hephaestus seizes ever more power within the nation, Ouerea grows restless - and many fear or hope that a second revolution will come, one that will finally see Ouerea liberated from the Izweski yoke.&lt;br /&gt;
&lt;br /&gt;
More information on the politics and history of Ouerea can be found [[Ouerea|here]].&lt;br /&gt;
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== Reztek-III ==&lt;br /&gt;
&lt;br /&gt;
Reztek-III, third planet of the Reztek system (Originally known as K2-3554 before the Hegemony claimed it) is one of the largest Unathi colonies in the Spur. Compared to most Human or Skrell colonies, however, it is quite a small settlement. Reztek-III was one of the very first Unathi colonies established outside of [[Uueoa-Esa]], with the first Unathi landing on the planet’s surface in late 2450. Reztek is a rather young world, and though the atmosphere is breathable, most of the surface is covered in black dirt and dark rocks, with minimal vegetation aside from moss and most fauna being planktons and primitive forms of marine life. Though the planktons are edible, and generally considered a delicacy by the locals, this is not enough to sustain the local population, and they mostly rely on “fish domes” which house massive pools that can be used for aquaculture, generally holding enough Moghes-imported [[Moghes#Orszi_(Swarm_Fish)|Orszi]] fishes to feed a whole village. Though many treat the planet as quite bland and boring, there are next to no threats to locals aside from occasional earthquakes, which allows the population to grow surprisingly quickly.&lt;br /&gt;
&lt;br /&gt;
With Moghes still endangered by the growing [[The_Wasteland|Wasteland]], the threat of famine is looming and the Hegemony has begun funding the construction of new fish domes, as well as considering terraforming efforts to make Reztek-III’s waters fit for Moghesian fishes, effectively turning the planet into the breadbasket (or fishbasket in this case) of the Hegemony, something that has, for now, been slow to come due to Ouerea taking priority thanks to its proximity to Moghes. Most of the local culture revolves around this concept, and Reztek-III inhabitants are slowly growing a reputation for being talented “fish farmers”. It is currently led by Lord Kosun.&lt;br /&gt;
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=== Faith ===&lt;br /&gt;
&lt;br /&gt;
Most Unathi colonists are chosen by the Hegemony and very often from the Hegemony, thus it’s not surprise that the overwhelming majority of them are of the [[Sk&#039;akh]] faith. This does not change with Reztek’s people, though they have their own take on the Hegemony’s faith. Of all three of Sk’akh’s figures, Reztekians grant much more importance to Verrix, the Fisher, rather than the Healer or Warrior. With Reztek being such a bland world, and little to do in its small settlements, work is more than just duty, but also a form of recreation on its own, and work is exactly where Verrix is the most important. This has reached the point where one of the largest settlements completed a church almost entirely dedicated to the Fisherman.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
Labor is an extremely important part of Reztekian life. Beyond the importance of their work to the Hegemony itself, Reztek itself is such a bland planet, along with their settlements still too small to house many amenities and recreations, that work is often seen as a form of recreation on its own. Reztekians happily march to work, sing together as they tend to the fishes, often songs revolving around the work itself, and tend to keep working for as long as they can. Work is where people bond, where hatchlings are educated and laziness is not just frowned upon, it is also seen as nigh-antisocial conduct. Naturally, not everyone works in Aquaculture; healers, soldiers, artisans, dockers, and much more all exist too on Reztek, and though perhaps not that intense in some roles, this work culture still permeates no matter the profession.&lt;br /&gt;
&lt;br /&gt;
Holidays revolve around work as well and are often celebrated AS they work and tend to their fish. The ONE holiday when Reztekian do not work, or at least, work as little as necessary, is on Landing Day, celebrating the very first steps taken on the surface on Reztek on the 29th of October 2450.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Lord Kosun rules upon Reztek. Like any Reztekian, he embraces this culture of work, though obviously, his work is more of a bureaucratic nature. Still, Kosun’s devotion to his work ensures that not one of his people’s inquiries goes unanswered and that the logistics of handling a colony, especially the transport of food back to Moghes, goes as smoothly as possible. To non-Reztekians, his propensity to shun “traditional recreation” and celebrate work may seem cynical if not abusive, but to those that live in the colony, it is exactly what made him a very popular figure.&lt;br /&gt;
&lt;br /&gt;
== Gehki ==&lt;br /&gt;
&lt;br /&gt;
Gehki is the only planet orbiting a star known as Ethi-Esa. Located near the Hegemonic-[[Empire_of_Dominia|Dominian]] border, Gehki was considered a strategic location even before the first Sinta set foot on it in late 2456. From day one, the Hegemony worked on turning Gehki, a lush and welcoming but otherwise uninteresting world, into a large docking spot for its fleets. Soon enough, multiple stations in orbit, several storage facilities, factories, and orbital defenses were built, and continue to be built across the planet’s surface. It’s not rare for most Unathi fleets (especially the [[Unathi_Military_Structure#The_Fleets|Fourth Fleet]] led by Admiral Xitac) to stop by Gehki, so much so that many families of Unathi navy crewmen chose to move to Gehki rather than stay on Moghes. This led to a substantial growth in the population of the colony, and the Hegemony started investing in more civilian installations for the locals as well. Civilians or not, Unathi from Gehki generally adopt a very stern, military-like culture.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of Unathi colonists are of the Hegemony, and Sk’akh worshippers, but Gehki colonists are noteworthy for being exceptionally patriotic. A considerable part of the locals being from the families of navy crewmen, and the rest still working in close proximity with the Navy. Naturally, then, the average Gehki colonist is as close to the Hegemony as possible, and thus, absolutely embraces the Sk’akh faith.&lt;br /&gt;
Due to the nature of the colony, and the career of most locals, of the three Sk’akh figures, it is Mukari, the Warrior, that receives the most prayers and offerings. Local priests tend not to ask for just the local population to be blessed and protected, but also for Mukari to watch over the Navy crews that stop by the planet, and fight for their safety… and the Hegemony’s.&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
&lt;br /&gt;
Life on Gehki is governed by Hegemony Navy ships coming and going, by crews looking for resupply, and by incursions to defend against. While there are technically holidays on Gehki, they are very rarely celebrated, as duty comes before such events. These holidays, though, aside from the day of the first landing (celebrated on the 4th of November), generally revolve around nearby hegemonic victories, may it be against pirates or other threats.&lt;br /&gt;
Gehki itself is very rarely threatened by pirates, as the planet is too heavily defended, but that doesn’t mean that it is safe from other threats. Perhaps the greatest foe the colony can occasionally face are Grudgebearers, members of [[Unathi_in_Dominia#Salak_Kazhkz|Salak Kazhkz]]&#039; fleet of Privateers. No matter what, all Gehki colonists are taught on how to fight so that if the worst was to come, the entire colony could fight any force brave or foolish enough to invade the planet.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Gehki is currently led by Lord Ardak, an old Sinta who made his name during the [[Contact_War|Contact War]] as a young but cunning Hegemonic officer. After the war, he continued to serve the Hegemon and swore allegiance without question to Not’zar. Though he was a good army officer, Ardak’s calling was space in the end, his “Treaty of Interstellar Military Logistics”, an essay still read by Unathi Admirals and Captains for the valuable theory and information provided, cemented that. The Hegemon would give him a spot in the Navy, but not the admiralty many were expecting, instead a role to support the entire Navy itself by ruling over a colony that would prove essential for its operations.&lt;br /&gt;
Ardak proved to be a good leader, both in civilian and military matters, though that is mostly because the locals eagerly welcomed his martial rule. The people of Gehki are, so far, satisfied with their Lord’s rule, but many think that  as the Colony will grow and welcome more people, more civilians, perhaps someone less military-oriented should be chosen when the time to replace Ardak will come. Lord Ardak’s one weakness might be diplomacy, though he thankfully mostly keeps to himself, his world, and the Hegemony.&lt;br /&gt;
&lt;br /&gt;
== Iroue ==&lt;br /&gt;
&lt;br /&gt;
Located near the northern border of the Hegemony’s territory in the Aldrad System, Iroue is a planet ripe with minerals ready to be extracted. It is also a planet with an acceptable average temperature (at least for Unathi) of 22°C, livable pressure, and gravity, though the toxic methane-based atmosphere forces locals to wear masks and air bottles when heading outside. The Hegemony’s goal is to eventually turn the colony, established in 2455, into an industrial powerhouse, but this turned out to be quite a complicated affair. The colony is distant and relatively isolated from other Hegemonic settlements, and the presence of various threats, mainly the many pirates inhabiting the Sparring Sea (Unathi or otherwise) are a constant threat to the colony. These combined environmental and locational factors contribute to making the Iroueans a surprisingly hardy people. Despite this reputation, , Iroueans have also learned to rely on nearby colonies, mercenaries, and more cooperative [[Unathi_Piracy|pirate fleets]], through diplomacy for support.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
&lt;br /&gt;
Iroueans are, unsurprisingly, worshippers of Sk’akh like most other Hegemonic colonies. They, however, happen to be much more tolerant of other religions than most of their peers, mostly a consequence of Iroueans diplomacy. For instance, a small but noticeable part of the population follows the [[Unathi_Piracy#Religion_and_Beliefs|Sik&#039;amakh Th&#039;akh]] faith, a unique take on the Th’akh faith mostly followed by Unathi pirates and that some embraced after discovering it when in contact with more cooperative Unathi fleets.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
The People of Iroue are known for being surprisingly hardy and are proud of this reputation. They rarely hesitate to make the hard choices if these are the more efficient ones in the end. In most situations, though they are not heartless, far from it. Contact and diplomacy with nearby Human colonies up North, for instance, had them learn about their alien neighbors&#039; way of life; at least more than most other Sinta within the Hegemony.&lt;br /&gt;
Iroueans mostly stick to common Hegemonic holidays with the addition of the first landing day’s celebrations, celebrated every year on the 11th of April. No matter the holiday, though, Irouean often add a unique flair to it with their masks.&lt;br /&gt;
&lt;br /&gt;
Breathing masks are an essential part of life on Iroue due to the planet’s toxic atmosphere, and became an integral part of the locals’ life. Breathing masks are often painted and decorated, each becoming a unique piece, and Irouean often keeps multiple masks, each personalized in unique ways and kept for various events; one mask might be kept for work days, while another is used for days off, another for days of celebration, and so on. Iroueans often grow attached to these masks and keep them when leaving Iroue.&lt;br /&gt;
&lt;br /&gt;
=== Leadership ===&lt;br /&gt;
&lt;br /&gt;
Iroue is under the leadership of Lord Izuzi. Izuzi faced many hardships ever since his arrival on Iroue, yet, not unlike the rest of his people, he kept fighting, finding new ways to deal with problems and protecting his colony. Many Iroueans see themselves in Iroue’s rule, and thus give them their support. Irzuzi himself isn’t exceptionally good or bad as a leader, his main talent lies in diplomacy. Faced with so many threats, from pirates to intrusions from ex-Solarian warlord-state forces from the North, and with little means to defend the colony directly, Iroue meets leaders of neighboring colonies, Hegemonic or otherwise, contacts more friendly Unathi fleets, and tries to find allies wherever he can to weather whatever storm comes his way.&lt;br /&gt;
&lt;br /&gt;
== Gwim’zala ==&lt;br /&gt;
&lt;br /&gt;
A moon world in the Youthstone star system, it was originally a large headquarters for raiders and pirates. In May of 2459 a joint operation between the [[Empire of Dominia]] and the Hegemony [https://forums.aurorastation.org/viewtopic.php?p=98835#p98835| destroyed the pirate headquarters]. The battle was swift and decisive, with the two powers growing tense over which of them would seize the planet. Eventually the Izweski gained the system, while the Empire gained a majority of the pirates&#039; loot. The liberated world of C-19B was renamed Gwim&#039;zala and was opened to settlement by enterprising Sinta&#039;Unathi. Its Overlord is the elderly &#039;&#039;&#039;Zutazki Gwim&#039;zala&#039;&#039;&#039; of which the planet gets its name.&lt;br /&gt;
&lt;br /&gt;
The planet is sparsely populated with 12,500 Unathi. Most colonists are hardy frontiersmen who are living in a wild, untamed world. Outside the Overlord and his family within the sole city of &#039;&#039;&#039;Oyutazi&#039;&#039;&#039; the planet is notably absent of a landed nobility, as the young colony has still not been partitioned.&lt;br /&gt;
&lt;br /&gt;
The entire system the colony is in faces intense and repeated attacks by marauding pirates and raiders, and there are nearly twice weekly skirmishes between them and the Izweski Navy. It is an open secret that the [[Empire of Dominia]] is offering large rewards to marauders that attack the system, but there is no firm proof that would allow the Hegemony to honorably retaliate. Because of this, many Unathi within the navy find that battle in Youthstone can be where they prove themselves in battle.&lt;br /&gt;
&lt;br /&gt;
= Other Notable Unathi Colonies =&lt;br /&gt;
&lt;br /&gt;
Some Unathi colonies and settlements that, while they do not belong to the Hegemony, are still noteworthy.&lt;br /&gt;
&lt;br /&gt;
== Gakal&#039;zaal ==&lt;br /&gt;
&lt;br /&gt;
Gakal&#039;zaal is the sixth planet in the Gakal star system with its capital city being Zikala. Gakal&#039;zaal was first colonized in 2452 by Tajara refugees who could not enter Tau Ceti or the Sol Alliance. The population organized themselves into semi-autonomous settlements involved in agriculture and trade with nearby worlds. The planet was found by a band of pirates in 2455 and the locals were forced to pay protection money. This continued until 2457, when a new fleet of the Hegemony, commanded by Lord-Admiral Yizarus, appeared and expelled the pirates. The planet was annexed by the Izweski Hegemony after a deal with a powerful Tajara family; the Drrawa&#039;jur Dynasty who used this opportunity to expand their influence. Makar Yizarus, the cousin of the famed Admiral, was appointed as its overlord. The nations of Adhomai were not interested in interfering because of the ongoing war.&lt;br /&gt;
&lt;br /&gt;
The Unathi conquest was not well received by most of the population, civil unrest, and armed resistance continued against the new masters. The Hegemonic control over Gakal&#039;zaal was seriously challenged in 2461 when the Adhomai Liberation Army supplied weapons, training, and thousands of fighters to the Tajaran resistance. The low-intensity insurgency turned into open warfare when an organization known as the Gakal&#039;zaal Liberation Front emerged to lead the fight against the Overlord in 2462. Due to the succession crisis at Moghes and the breakdown of relations between Not’zar and Overlord Yizarus, the Unathi forces on the planet were left to deal with the insurrection on their own. After a year of guerrilla warfare and sabotage by the Tajara population living under Hegemonic rule, the colony was liberated with the fall of Zikala in the final months of 2462.&lt;br /&gt;
&lt;br /&gt;
Though Gakal&#039;zaal is now under the control of the Democratic People&#039;s Republic of Adhomai, a sizable Unathi population remains on the planet. Tensions between these sinta and Tajara locals are high and conflict occasionally happens between various armed groups. Along with this, the Hegemony is still considering gaining back control over the colony, or at least assisting the Unathi locals left there.&lt;br /&gt;
&lt;br /&gt;
More information on the politics and history of Gakal&#039;zaal can be found [[Gakal&#039;zaal|here]].&lt;br /&gt;
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== Ha’zana ==&lt;br /&gt;
&lt;br /&gt;
Also known as the Harrow of Fangs, or the Fang Protectorate of Ha&#039;zana officially, Ha’zana is effectively a pirate world. Originally, the planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale. &lt;br /&gt;
&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. It is the enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild that harvest that became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi. &lt;br /&gt;
&lt;br /&gt;
More information on the politics and history of Ha’zana can be found [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|here]].&lt;br /&gt;
&lt;br /&gt;
= Mercantalism: All Goods Flow To Moghes =&lt;br /&gt;
[[File:AAAMercantalism.png|thumb|Colonies are forbidden from selling their wares to any planet or business other than the Capital. Only specially chartered guilds who are granted exclusive rights may barter with the Orion Spur directly.]]&lt;br /&gt;
&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony. All goods flow from the colonies to Moghes, which are then sold to the wider galaxy after the Izweski take a cut.&lt;br /&gt;
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[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
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Following the bankruptcy of the Merchants&#039; Guild and the absorption of most major guilds by Hephaestus, the mercantilist economy has changed - though not as much as one might suspect. Though the production of the Guilds now flows through the megacorporation, and it holds a generous charter, the law still holds - goods are shipped back through Uueoa-Esa, and the Hegemony receives a generous cut - which may well help them in emerging from their recent years of economic depression.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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[[Category:Unathi]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
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		<author><name>Lent23</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Uueoa-Esa&amp;diff=38596</id>
		<title>Uueoa-Esa</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Uueoa-Esa&amp;diff=38596"/>
		<updated>2026-02-23T23:09:39Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
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== System Information ==&lt;br /&gt;
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The home of the [[Unathi]] race, Uueoa-Esa is a solar system with 4 rocky planets and 1 gas giant.&lt;br /&gt;
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=== Uueoa-Esa ===&lt;br /&gt;
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Translated to &amp;quot;Burning Mother&amp;quot;, Uueoa-Esa is the star that gives the system its namesake. It is a common main-sequence star not unlike Sol. While the star is actually white, it looks yellow when viewed within an atmosphere. The sun is believed to be 5.12 billion years old, and is expected to live, increasing in temperature and radius, for another 4 billion years.&lt;br /&gt;
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=== Omzoli ===&lt;br /&gt;
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The closest planet to its star, Omzoli has the shortest orbital period of any other planet in the system, at a mere 105 days for a year. Its rotation is also unique in that the planet&#039;s rotation spins counter-clockwise at an angle, against the spin of the star and the other planets in the system. This baffled early Unathi astronomers who theorized the planet must have suffered a glancing hit by a rogue planet or super large asteroid. Modern astronomers, pointing to the planet&#039;s extremely eccentric and tilted orbit, as well as its age being dated to be at least a 1.2 billion years older than Uueoa-Esa itself, theorize the planet was actually once a rogue planet that got caught by the star. The planet has no atmosphere and suffers from extremely wild temperature fluctuates during its rapid day and night cycles as well as no protection from meteors, which cover the planet in craters. Manned missions remain incredibly sparse as the planet boasts no material interest and remains a purely scientific anomaly for astronomers.&lt;br /&gt;
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===[[Tret]]===&lt;br /&gt;
&lt;br /&gt;
The second planet from its star, Tret is a rocky world a third the size of [[Moghes]] with a thin atmosphere unable to support life. Early surveys of the planet revealed that it once had a molten core and active tectonics that created abundant mineral and ore deposits. This discovery led to [[Hephaestus Industries | Hephaestus ]] undertaking mining operations; however, these were largely unprofitable and would have needed to be dramatically scaled up to change that. Controversially, when the K&#039;lax arrived in 2459, they were granted Tret as territory by the Hegemon Not’zar Izweski. The K&#039;lax Hive and the megacorporation reached an agreement known as the Ksyne&#039;kizar Economic Treaty, which many believe benefits the Hegemony and Hephaestus disproportionately. Since the Treaty, the K&#039;laxan Vaurca have put their expert engineers to work and have rapidly turned Tret, now the capital of the K&#039;lax Hive under Overlord Zkaii, into a gigantic factory. The production capabilities of the planet have been essential for the Unathi race in their recently-entered Bluespace Age.&lt;br /&gt;
&lt;br /&gt;
Tret has a primarily Vaurca population, but a few brave or foolhardy Unathi and humans attempt to brave the harsh planet and take high-paying mining jobs. Many quickly regret their decision, and few last more than a handful of months without being transferred. &lt;br /&gt;
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==== Pid ====&lt;br /&gt;
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Due to concerns around mycosis and space, all K&#039;ois farming for Tret has been conducted on asteroids in a field near Pid, Tret&#039;s moon. This form of agriculture was devised by [[Leto, The Seeker]] and is effective in minimising the effects of famine on Tret&#039;s populace, although it has caused some discourse with the Unathi community of Uueoa-Esa as any ships passing near the deathly yellow glow of the asteroids are often infected with its spores, leading this field to be known as &amp;quot;The Cursed Asteroids&amp;quot;.&lt;br /&gt;
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=== Moghes ===&lt;br /&gt;
&lt;br /&gt;
The homeworld of the Unathi and third from its mother star. It takes 360 standard Earth days for Moghes to complete one orbit around its star. It is similar in density and composition to Earth and held host to varied and complex environments and local fauna and flora. It&#039;s surface area of salt water is much lower than most other habitable planets. [[Moghes]] is currently experiencing immense environmental degradation following a global nuclear war in the 2430&#039;s. The planet formed 4.23 billion years ago. Geological evidence shows life on Moghes may have began 3.9 billion years ago. The planet has gone through frequent mass extinction events in its history, with modern times experiencing what many fear many be its last. &lt;br /&gt;
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==== Chantarel ====&lt;br /&gt;
&lt;br /&gt;
The only moon of Moghes, Chantarel is a third the size of Earth&#039;s own moon. It has an uneven, lumpy surface. It is too small to cause a solar eclipse - or to have any major impact on Moghean tides, lending it an unremarkable reputation. When observed from the surface of Moghes, Chantarel rises in the west and sets in the east. Modern examinations have revealed the moon is most likely a large asteroid that was caught in Moghean orbit roughly 2.6 billion years ago, and which will escape Moghean gravity within another 50 million years. It is primarily composed of iron with a rich nickel core. [[Hephaestus Industries]] previously expressed interesting in mining the moon, and has been granted 1/3rd of the lands set aside for mining as payment. The other 2/3rds of the moon is currently up for auction. However, Hephaestus is expected to sweep up a majority of the remaining lands.&lt;br /&gt;
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=== Ouerea ===&lt;br /&gt;
&lt;br /&gt;
Ouerea, which is the fourth planet from the Uueoa-Esa star, is the first planet to be colonized by the Unathi. The planet takes 510 days to complete an orbit of its star. The planet was discovered 1483 by Izweski astronomer Kizar Yuiz&#039;ku, who made accurate models of its orbit. In the 20th century astronomers discovered it was habitable to Unathi life. The planet was formed 4.23 billion years ago, with life theorized to have developed 2.1 billion years ago. In general the planet&#039;s biome is roughly similar to Moghes with mild variations and a generally lower temperature range. The ecosystem is a lot less complex than Moghes, with most of the planet covered in grasslands and forests with small, simplistic wildlife and fish. However these ecosystems are under threat by extensive and exhaustive mining operations being done by Hephaestus Industries as well as invasive plants and animals being brought from Moghes and introduced to the planet. The planet has no natural satellites, which cause gradual shifts in Ouerea&#039;s axis over thousands of years, similar to a top wobbling as it spins.&lt;br /&gt;
&lt;br /&gt;
=== Omgolo ===&lt;br /&gt;
&lt;br /&gt;
The system&#039;s only gas giant, Omgolo is the largest planet that orbits its star, 11 times the size of Moghes. It takes 11 years for Omgolo to complete an orbit around the star. Primarily purple and blue in color, it has swirling stripes on its surface and intense storms in its atmosphere. It has 102 recorded natural satellites. The ring system of the planet remains a popular tourist attraction for Unathi that can afford the trip.&lt;br /&gt;
&lt;br /&gt;
=== The Ytizi Belt ===&lt;br /&gt;
&lt;br /&gt;
The Belt extended shell of asteroids and other icy objects that exist in the outermost reaches of the system. It is a thick asteroid field that surrounds the entire system and is the primary source of meteor collisions for the innermost planets. Despite its thick density it is still rare to find two objects within the same proximity; such is the staggering size of space.&lt;br /&gt;
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[[Category:Unathi]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=38595</id>
		<title>Ouerea</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Ouerea&amp;diff=38595"/>
		<updated>2026-02-23T23:09:33Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Ouerea&lt;br /&gt;
|System = [[Uueoa-Esa]]&lt;br /&gt;
|Image = Early Ouerea Flag.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Badlands|Badlands]]&lt;br /&gt;
|Capital = New Skalamar&lt;br /&gt;
|Species = [[Unathi]], [[Skrell]], Human&lt;br /&gt;
|Languages = [[Languages|Sinta&#039;Unathi, Sol Common, Nral&#039;malic]]&lt;br /&gt;
|Demonyms = Ouerean&lt;br /&gt;
|Nation = [[Izweski Hegemony]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Ouerea&#039;&#039;&#039;, the fourth planet from the [[Uueoa-Esa]] star, is the first planet to be colonized by the [[Unathi]]. It was first colonized by the [[Izweski Nation|Hegemony]] in 2390, when five Unathi stepped onto the planet after a one-way trip from [[Moghes]], and is the only other habitable planet within the Uueoa-Esa system. The colony teetered on a knife&#039;s edge for a decade as travel between Moghes and Ouerea was beyond the capability of rudimentary Unathi space flight. It wasn’t until First Contact in 2403 with humanity and the [[Skrell]] that colonization began to take off. Eventually, even humanity and the Skrell began to venture to the planet, creating a melting pot of not only different Unathi cultures but different species. Eventually, the colony was declared self-sufficient, and the [[Unathi Spaceflight|Izweski space program]] began to look elsewhere, beyond their home system. Sadly, this would be the catalyst for the [[Contact War]].&lt;br /&gt;
&lt;br /&gt;
Today Ouerea stands separate from the rest of the Hegemony, with a unique system of governance that goes against the feudal system on which the rest of the Hegemony relies. Their culture, also more influenced by aliens than that of Moghes, has diverged to the point where it no longer truly resembles any found anywhere else within the Hegemony. There have been incidents in the past regarding these differences, but for now, Ouerea remains a Hegemonic colony, a position which has often been enforced by violence against its population, but one that has become much more vital due to the expansion of Aquaculture on the planet by [[Hephaestus Industries]].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Humble Beginnings (2390 - 2400) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 2390, after years of preparation and travel, five Unathi stepped off their spacecraft and onto the Ouerean soil - the first Unathi to ever set foot on an alien world.. After a tortuous five months on a one-way trip traveling through the blackness of space, they were able to breathe in fresh air from a verdant jungle landscape, on the shore of a vast ocean. It was at this moment that the colony of Ouerea was founded.&lt;br /&gt;
&lt;br /&gt;
Unathi spaceflight in 2390 was still rudimentary at best. They had still not truly mastered long-term propulsion, still using basic chemical rockets to achieve orbit and maneuver to their destination. For the next decade, all trips to Ouerea would be one way, and more importantly, while the fledgling colony had communication with their home planet, supplies would always be at a minimum of a 3-month trip away, so any difficulties encountered by the first colonists would have to be handled on their own. Slowly but surely, more and more colonists began to arrive and what was originally a team of just scientists studying the ecosystem made its way to a growing town, one that would evolve into the thriving metropolis known as New Skalamar. Still, a one-way trip in a dubiously safe rocket was not for everyone, so the colony barely grew past a population of 500 for the first decade of its existence, in which time the first egg was hatched on Ouerea, marking a new planet owned by the Hegemony. The culture of these first colonists was rugged and communal. They had only themselves to rely on, and the group would succeed or fail together. The lush jungle, while fit for Unathi habitation, was still untamed wilderness, and one mistake could see the colony fail. Food, mostly fish from the nearby sea and what arrived in drop pods, was shared amongst all equally, and slowly as the years marched by, the caste system of traditional Unathi began to fade into the background. In this fledgling society, those who worked menial jobs were just as important as those who did not. There were no peasants or nobility, there were simply Unathi, trying to survive together - isolated on an alien world, with the nearest hint of civilization billions of kilometers away. This sense of isolated community was the foundation of what would one day become the egalitarian culture of Ouerea that persists to this day. However, eventually, change would come to the colony.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== A Time of Growth (2403 - 2455) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In 2403 the [[Izweski Nation|Hegemony]] made First Contact with two new species. [[Sol Alliance|Humanity]], and the [[Skrell]]. Being far behind technologically compared to them, Unathi were able to reap some benefits of this first contact, mainly dramatic improvements in their space travel technology, allowing for travel between [[Moghes]] and Ouerea on a much more regular basis. The first shuttle port was established on Moghes in the city of [[Izweski Heartland|Skalamar]] by [[NanoTrasen]], and the colonization of Ouerea began to take off. The town of New Skalamar swelled in numbers, growing to thousands strong, and after different colonies were established around the now-named Trizkizki Sea, it was declared the capital of the new colony, a whole planet, a colony of the [[Izweski Nation|Hegemony]]. Naturally, the colonists were mostly from the [[Izweski Nation|Hegemony]], however unlike the original group of scientists and other specialists that had settled the world, these new colonists were mostly peasantry, the sons and daughters of menial workers who had been offered a way out of their dreary lives; and unlike the modern day colonies of the [[Izweski Nation|Hegemony]], there were no soldiers to keep traditional society in place. These peasants quickly latched onto the already growing egalitarian culture of Ouerea, propagating it exponentially until even back on [[Moghes]] many had heard of the so-called equal societies on Ouerea. Of course, this caused more peasantry to flock to the colony if ever given the opportunity, which eventually created a self-fulfilling cycle where more colonists meant more word about equal societies which meant more colonists, continue. During this time Ouerean Culture began to truly develop, as unique holidays, greetings, and ideas began to form in the mind of those who lived on the planet. The first Skrellian and human colonists also appeared at this time, bringing new ideas from a more enlightened society that was not clinging to feudalism. The [[Izweski Nation|Hegemony]] would likely have stamped down on this behaviour, or it would have continued indefinitely were it not for one thing. The [[Contact War]].&lt;br /&gt;
&lt;br /&gt;
The [[Contact War]] disrupted Ouerea, but not in the harsh way it disrupted [[Moghes]]. The [[Nralakk Federation]] stepped in and assumed oversight of the colony, imparting their ideas and assisting in what they could. While the [[Sol Alliance|Solarian Alliance]] played a lesser role in the colony&#039;s administration, largely focusing on the human population and megacorporate assets on the planet, this period is generally considered to be one of joint governance between the Spur&#039;s two superpowers. The [[Izweski Nation|Hegemony]], busy fighting for its dominance at first, then for its survival as the war turned nuclear had no resources to spare for Ouerea, and essentially left it on its own for the next two decades as it fought a brutal planetary war. This would prove to be a mistake for the [[Izweski Nation|Hegemony]]. &lt;br /&gt;
&lt;br /&gt;
By this point the colony was self-sufficient, no longer needing supplies from [[Moghes]], and had begun to set up a rudimentary trade network throughout the Trizkizki Sea, as the Federation began to dedicate more advanced space vessels which had finally delivered wet water shipping vessels to the planet. However, the Federation-Alliance government never meant to hold onto Ouerea forever, merely assist it while [[Moghes]] descended into the seventh ring of hell. They would not dedicate many resources to it, instead as was their normal state at the time, preferring to look inwards toward domestic policies. However during this time, with the Federation safeguarding the stability of Ouerea, many Skrell began to emigrate to the planet, mostly those with low index ratings who did not have a hope of achieving their dreams within the Federation. These colonists brought with them an idea of a new life and began the formative steps towards what would eventually become the Skrellian culture on Ouerea. &lt;br /&gt;
&lt;br /&gt;
The humans who emigrated, on the other hand, were of a different breed. Mostly workers for the megacorporations that still had assets on Ouerea, they were there for their work, and on a strange alien planet, work with fellow humans was what they found comfort in. Instead of intermingling with the population like many of the Skrell did, Ouerean humans tended to not view the planet as a permanent residence in which to settle down, raising a family, but instead, a job posting where they kept to themselves and their fellow workers. They would rarely leave their megacorporate-built housing areas, and only truly ever interacted with Unathi on the job. Eventually, this latent distrust and anxiety about being a trillion kilometres from home, on an alien world, surrounded by aliens whose own homeworld was awash with the blood of the [[Contact War]], lessened, and the introduction of different species to the Ouerean melting pot began. Both Skrell and human colonists, mostly refugees fleeing persecution from the Federation or sent there by megacorporations to work, began to talk about a governmental structure where all men were equal. Where Lords were not born, but appointed by popular consensus. The already egalitarian culture of Ouerea was ready to eagerly accept such a government, and the people living there took up these alien ideas.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A modern day map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
Already cut off from further colonists arriving due to the state of war on [[Moghes]], Ouerea with its new alien ideas developed entirely alone for a whole generation. No fresh colonists with regressive attitudes, no real communication or care from the [[Izweski Nation|Hegemony]], just the colonists, the planet, and what the new human and Skrell colonists had told them of. The isolation from [[Moghes]] and disinterest of the Federation only reinforced the already popular ideas of equality, as colonies worked together for continued growth, and trade around the Trizkaka Sea became a staple of Ouerean survival. Seamanship was a sought-after skill, and a generation of hatchlings grew up with dreams of sailing the high seas. The idea of nobility was cast aside as the ideas brought by alien colonists took root, and for the first time, free elections were held across the world in cities, as mayors, councilmen, and other elected positions were created based on stories told by the alien colonists; a new word had begun to enter the Unathi lexicon; Democracy. A Government by the people, of the people, for the people. It was almost unheard of within Unathi society before this, but the great Ouerean experiment was underway. Societal structures in place for centuries began to break down, as Unathi found freedom in their religion, social obligations, and status. No longer would there be social shunning, and no longer would clans bind their members permanently. A wave of change was taking over the world, but it would be a while yet until it had the momentum for laws to be formed from it. By the time it was 10 years into the [[Contact War]], the Ouereans even founded their own colony. &lt;br /&gt;
&lt;br /&gt;
The city of Yiz, still just a town at this point, on an island chain in the middle of the ocean, became the first colony on the world founded by those on the world. The population came from across the planet, and no one city created it, though most of the colonists were of course from New Skalamar. Yiz would become a central trading hub in the southern parts of the sea, as its position allowed for coastal traders to easily access both Um’a’yid and Tr’ha’rem, as well as New Skalamar itself. It was founded on the 11th of October, which would come to be the holiday known as founding day when Ouereans celebrate their ancestor&#039;s achievements in the face of adversity. This defiance of nature, this ability to make do, that was proven in the founding of Yiz would go on to form another pillar of Ouerean culture, but that would come later, once more fuel was poured on the fire. However, for now, Ouerea had become interconnected through its trade and would form a planetary government. Known as the Synod of Scales, it would be a democratic institution made up of representatives from every settlement across the Trizkizki Sea, the number of representatives determined by population, based in New Skalamar, due to it having been named the planetary capital. The Synod of Scales would have limited powers, and generally be a committee by which decisions that affected the whole of Ouerea would be decided, and would allow the settlements to generally run themselves. They would also appoint one of their number, known as the “Speaker of the Scales” who would moderate discussions within it, and speak for the committee as a whole. There were no restrictions on who could run for office in the Synod, just that they had to be an adult of their respective species. One of the first acts done by the Synod of Scales was to abolish the title of Guwan. Criminals would still exist, but Unathi around the planet was now free of the shackles which bound them to their clan, allowing a breath of freedom for a young generation who had been raised during this time of changing ideals. However, it was not to last.&lt;br /&gt;
&lt;br /&gt;
Perhaps another unforeseen consequence of the [[Contact War]] for the burgeoning colony might have been the birth of [[Unathi Piracy|Unathi space piracy]] as we know it. The [[Izweski Nation|Hegemony&#039;s]] inability to survey its own system due to the war on [[Moghes]] and maintain order there, as well as the many alien ships coming in and out of Ouerea, made Uueoa-Esa a perfect place for pirate crews, and soon, the first fleets, to grow in size and power. For a time, Ouerea’s criminal underbelly became a home for most of these pirates when not in space, and for their families if they had one. By the end of the war, and the time the [[Izweski Nation|Hegemony]] could maintain a presence across the system however, most of these pirates would be gone, having moved to the recently-discovered Ha’zana or even more distant stars.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Months of Blood (2457) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;Razul Tuzahu would forever go down as a cursed name within the history of Ouerea.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eventually though, as all things do, the [[Contact War]] came to an end. Though the end for Ouerea was different to the end of [[Moghes]]. For [[Moghes]], the [[Contact War]] ended when the fighting stopped, and the levies were able to return home. For Ouerea, the contact war ended when the [[Izweski Nation|Hegemony]] could spare the time and resources to look at it again, and what they found outraged them. The first real communication between governments began again, in 2457, when a [[Unathi Recent Events#Unathi_Enter_the_Bluespace_Age_(2457)|Hegemonic Fleet jumped into orbit]] seizing the planet from alien control. The Mogheasian representative was a high ranking Izweski bannerman of Clan Tuzahu named Razul. Razul Tuzahu was met by the Speaker of Scales, one Zeihro Arusa, a former member of the peasantry from the Southlands. Razul immediately demanded to speak with the noble lord of New Skalamar, or of the planet if there was one, but Zeihro Arusa informed him that there were no more lords on Ouerea, only mayors and other elected officials. He politely explained that he was elevated from a committee of representatives which spoke for the planet’s population, to speak for them, and would bring Razul, and the assembled members of Clan Tuzahu acting as an honor guard for him before the Synod of Scales to hear what he had to say before discussing it. Razul, a noble himself, was enraged by this thought, that a bunch of peasants would dare invite him, not to listen to his commands, but just to listen and then make their own decision. Razul berated Zeihro Arusa, calling him a disloyal traitor to the [[Izweski Nation|Hegemony]], and to all the values that an Unathi should stand for. Zeihro Arusa would answer with a phrase that would forever live on in the hearts of the Ouerean people.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;“We will be loyal to the Hegemony, so long as it is loyal to us.”&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Razul would refuse to meet with the Synod of Scales, damning him for all eternity in the eyes of the Ouerean population. Instead, he returned to [[Moghes]], where he informed Hegemon Sk’resti that a peasant rebellion while committing treason was also preaching ideas of equality, tarnishing the tradition of the Sinta, and elevating the peasantry had taken over the colony while the [[Skrell]] had watched over it. Hegemon Sk’resti, ever hungry for more war, believed Razul without second thought, and sent him off with a force of five thousand warriors to re-subjugate the planet, transported by the [[Izweski Nation|Hegemony&#039;s]] new spacefaring fleet. Razul descended with a fury born of hatred - both for the peasantry and the new society that had been born on Ouerea.  He landed in New Skalamar, dismantling the Synod of Scales and declaring the planet under his direct rule. Those who resisted found themselves executed, and the stories said that the streets outside the Overlord’s Palace in Central New Skalamar, where the Synod of Scales had once met, ran red with blood. Razul would see Zeihro Arusa executed, but in his death, Zeihro Arusa, became a martyr for the Ouerean people, and a rallying cry for resistance. Resistance not only against Razul but resistance against those non-Ouerean Unathi, with their outdated ideas of feudalism; essentially, resistance against the [[Izweski Nation|Hegemony]] itself. Civil unrest was common, with protests and riots gripping the streets daily, but this was not a full-scale revolt yet and never would become one. In early 2458, when the [[Unathi_Recent_Events#The_Cataclysm_(2458)|HMV Cataclysm was sabotaged]], Razul and his men were needed elsewhere in the spur, fighting the real enemies of the [[Izweski Nation|Hegemony]] instead of dealing with peasant rabble. The [[Izweski Nation|Hegemony]] would force a deal with the people of Ouerea, accept an overlord, and they would allow limited democratic governance, with feudal oversight. Overlord Yiztek was chosen, and he would begin to rule the planet, reinstating feudalism against the wishes of the population. While this stopped the immediate rebellion, it only increased resentment, but the pressure was not so far up that it would bubble over just yet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Enter Hephaestus (2458 - 2460) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The period between 2458 and 2460 was relatively peaceful for Ouerea. There was still a hot underbed of resentment against the [[Izweski Nation|Hegemony]] for the destruction of its democratic system, but there was no real action. [[Hephaestus Industries]] took this year and a half to expand into Ouerea, as it had done much of the rest of the [[Izweski Nation|Hegemony]]. They began setting up logging industries, factories, shipyards, and much of the heavy pollutant industry common for them. The Ouerean people at first welcomed [[Hephaestus Industries]] onto their world, they saw more humans who would share the same ideals as those who had come before them. Ideals of equality, democracy, and the like, while also offering gainful employment to the population. However, this would not be the case. [[Hephaestus Industries]] instead exploited the workers of Ouerea, treating them poorly and unlike those on Moghes who were used to exploitation, Ouereans now had a different culture and history. Unions, while not particularly common on Ouerea, were present in many workplaces, and as the newly employed [[Hephaestus Industries|Hephaestus]] workers tried to unionize themselves, they found themselves stonewalled, fired, ridiculed, and even sometimes threatened or beaten by [[Hephaestus Industries]] as they continued their Anti-Union tactics. Public opinion began to turn on [[Hephaestus Industries]], and they found themselves dealing with an increasingly angry population, as the movement began to grow. It was not a fast spreading movement, many still saw the corporation’s investments as a good thing, but as the attempts to prevent unionization became more and more heavy-handed, and worker treatment remained horrible, the ranks of those fed up with the corporation, the [[Izweski Nation|Hegemony]], and feudalism swelled. The boiling point would come on &#039;&#039;&#039;March 6th, 2460&#039;&#039;&#039;, and the world would direct its wrath at those who wronged them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Rebellion (2460) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Ouerean Rebellion&lt;br /&gt;
 |conflict = Ouerean Revolution&lt;br /&gt;
 |image = Ouerea Flag&lt;br /&gt;
 |date = 29 February - 9 July 2460&lt;br /&gt;
 |location = Ouerea&lt;br /&gt;
 |result = Truce&amp;lt;br&amp;gt;Establishment of democratic government on Ouerea&amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;!-- The next few categories are split between left (1) and right (2). Use &amp;lt;br&amp;gt; to move to the next line as show in the example --&amp;gt;&lt;br /&gt;
 |combatant1 = [[Izweski Hegemony]]&lt;br /&gt;
 |combatant2 = Ouerean rebel forces&lt;br /&gt;
 |commander1 = [[Notable_Unathi#Not&#039;zar_Izweski,_Izweski_Hegemon|Hegemon Not&#039;zar Izweski]]&amp;lt;br&amp;gt;Overlord Tarkat Yiztek&lt;br /&gt;
 |commander2 = General Vhariz Zik&#039;san&lt;br /&gt;
 |strength1 = Approx. 26800 professional soldiers&amp;lt;br&amp;gt;Unknown number of levied forces &lt;br /&gt;
 |strength2 = Approx. 12300 trained combatants&amp;lt;br&amp;gt;Unknown number of insurgent fighters&lt;br /&gt;
 |casualties1 = Approx. 3100 killed in action&lt;br /&gt;
 |casualties2 = Unknown&lt;br /&gt;
 |}}&lt;br /&gt;
On [[Unathi_Recent_Events#Rumbles_on_Ouerea|February 29th, 2460]], Union leaders staged a walk-out at a Hephaestus mining facility as a protest for Hephaestus refusing to negotiate with them for higher salaries and better benefits. Hephaestus responded by firing every worker who did not show up for work that day, as the Hegemony laws offered no worker protections. The situation quickly snowballed as more workers joined the walk-out, and protests erupted outside many Hephaestus sites across the planet. The recently installed local lords reacted by deploying their Watchmen to disperse the protests through force. This however only caused the situation to escalate, and on March 5th, at a protest outside of Hephaestus’s Headquarters in New Skalamar, the match was lit. After a Hephaestus Security Officer drew the blood of one of the protestors, a riot began, and the city watchmen and Hephaestus security forces found themselves putting the riot down the hard way. In the end, two of the protesters were killed, and dozens more injured. &lt;br /&gt;
&lt;br /&gt;
The site “Ouerea Now” , a long time hotbed of resentment, crashed due to the traffic it received that night and the following day, the population was furious about the deaths of the protestors, and began to take to the streets. Overlord Yiztek attempted to ban the website, but by then it was too late. Hundreds of thousands of people flooded the streets of every major Ouerean city, as a wave of civil unrest overwhelmed local watchmen, who couldn’t contain the violence. Protestors called for the expulsion of Hephaestus Industries, the abolishment of the Feudal system, and revenge for those lost to the Months of Blood. Tax collectors, noble estates, and other government institutions were attacked by mobs, and millions of credits worth of property destroyed. Overlord Yiztek, unable to properly deal with the amount of unrest, attempted heavy handed measures, including the Guwaning of all those in a group greater than five in number, and extra taxation on the clans. This did nothing but fan the flames of rebellion higher, and on April 10th, what started as a protest against Hephaestus changed into a full scale rebellion.&lt;br /&gt;
&lt;br /&gt;
The Ouerean levies, called up on the order of Overlord Yiztek to help quell the violence instead began to defect to leaders of the protests and riots, after they were given their arms and armor. As Yiztek continued to call up levies, more defected, creating a cycle where Yiztek would call up a levy just watch them defect the following day. The now equipped rebel forces alongside mobs began to storm the palaces of the nobility, taking prisoners and accepting surrenders from noble clans. The situation had become a crisis, and every hamfisted attempt by Yiztek only increased the number of rebels he was facing, now not only peasant mobs but an equipped fighting force. Eventually, after weeks of fighting, the capital of New Skalamar fell under siege by combined rebel forces under the dubious command of one Zik&#039;san, a former member of the Synod of Scales who had escaped death at the hands of Razul. Yiztek did not have enough men to resist them for long, and even much of the city was against him. He had failed as a ruler; he had lost.&lt;br /&gt;
&lt;br /&gt;
During this time a not insignificant number of the humans left on the planet who had not already fled during the Months of Blood finally decided to stake their fortune elsewhere, away from what they now viewed as a violent government, run by a violent species. These emigres would go on to form the first Ouerean expat groups, mostly within the Coalition and Biesel, as having been raised on a completely alien planet made the Solarian Alliance and its xenophobic tendencies difficult to immigrate to. They brought with them a culture warped by their upbringing in a Unathi society, one unlike any other in the spur.&lt;br /&gt;
&lt;br /&gt;
The Skrell were a different matter altogether. With most of the Skrellian population either fleeing from the Federation, or facing re-education due to low compatability index ratings should they return, many Skrell latched themselves to the fate of the world, refusing to abandon it even as it upheaved with rebellion. Some in fact would become parts of this rebellion, not wanting to trade the bureaucratic authoritarian government of the Federation for the more backward Feudal kind. Those that did not join the rebellion still remained on the world however, looking at rebellion as a situation where no matter what the outcome was, it would be preferable compared to returning to the Federation, or emigrating elsewhere. As a result of this it has become common for Ouerean Skrell after greeting each other, to inquire if their newly met compatriot fought in the rebellion or not, with each Skrell judging the answer as they see fit.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Peace Talks and Reconciliation (2460) ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Siegecomplete.png|thumb|alt=Unathi.|Not&#039;zar Izweski managed to secure a lasting peace with Ouerea by negotiating with the rebel forces, despite the efforts of the then-Overlord to sabotage the talks.]]&lt;br /&gt;
As the capital fell under siege and the planet looked to be almost lost to rebel forces, the [[Notable Unathi#Not&#039;zar Izweski, Izweski Hegemon|Lord-Regent Not’zar]] himself intervened. Having seen the destruction caused by Yiztek’s hamfisted policies so far, Not’zar instead shocked everyone by opening a dialogue with the rebel leaders, walking to their siege camp himself to parlay. However, when attempting to return he found the gate to the city locked by Overlord Yiztek, and returned to the Rebel camp to ask the rebels to safely escort him back in. They complied, and this was the beginning of the Ouerean people warming up to Not’zar. That the Hegemon did not see them as savage peasants, and felt comfortable enough to parlay with them, before asking for them to escort him back into the city after the Overlord locked him out, giving the Ouerean people hope. The Hegemon also allowed four negotiators from the prayed-for Ouerean Confederation, a government that would see a return to democracy, into the city. However, Overlord Yiztek was not done with his heavy-handed attempts yet. He had the negotiators executed on charges of espionage, much to the anger of Not’zar, and the fury of the rebels, who gave a warning to the city, not an ultimatum of choice, but a simple warning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;“We will give this city three days. If you are within New Skalamar and value your life: be somewhere else.”&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thankfully, Not’zar had his Guwan Guard arrest Overlord Yiztek moments before the storming would have started, averting the crisis and the need for military force. However, this move cost Not’zar a huge amount of political capital, as the traditionalist lords of the Hegemony were furious at the Lord-Regent for daring to arrest one of their own, after not having intervened until the crisis had gotten out of hand, and in doing so capitulating to the peasantry. It is uncertain if this move was worth what it cost Not’zar, as it set him back years in gaining the trust and loyalty of the influential lords of the Hegemony. None besides Miaruz Izweski backed his play, and the rest all condemned his decision in one way or another. Still, it was a good thing for the Ouerean people, who now had a measure of the freedom they wanted. Zik&#039;san would be appointed Overlord in Yiztek’s stead, a position he still holds to this day.&lt;br /&gt;
&lt;br /&gt;
However in 2465 this measure of freedom was curtailed. After leaked Hephaestus documents pointed to devastating ecological impacts of the massive Aquaculture Centers being constructed by the corporation, rioting once again broke out on the planet fanning the potential flames of rebellion. The Hegemon who once compromised with the Ouerean people would not do so again, the stakes too high this time, and unable to trust the local levies who had rebelled in the past, instead called his and Clan Hutay’zai’s bannermen to arms, deploying them to the planet to pacify the riots by force. The planetary government had no choice but to go along with Hegemon&#039;s plan or face his wrath themselves, and have since been seen as a part of the brutal repression by the populace. The death toll was kept minimal, but still over a thousand were killed, nearly all rioting civilians. Images and videos of Izweski bannermen alongside those of the Hutay’zai using force to disperse protests were widely shared across the extranet, only fueling further discontent. However this discontent would not again rise to rioting, as the consequences for such actions were made clear by the one who had compromised with the population in the past, and instead those dissatisfied with the situation took to less direct means of sabotage and peaceful protests. However these acts have only kept the iron boot of the Hegemony on the planet for the foreseeable future, as after a near miss with mass famine a fearful Not’zar wrangles to control the Overlord and Synod of Scales, thereby also controlling the planet. His authority is clearly seen and enforced by a legion of K’lax warrior-forms, and a depleted garrison of Bannermen who have not left the planet following the pacification of the riots; instead they remained to protect the critical Aquaculture facilities alongside members of the Fighter’s Lodge and Hephaestus Security from potential acts of terrorism. These facilities mark the salvation of Moghes, and the continuation of the Hegemony, so Not’zar will not be found lacking either in controlling them, or having the means of taking control of them close by. Thankfully many of these Hegemonic soldiers remain out of the public eye, keeping to themselves by order of Not’zar himself to prevent tension from rising in the population once again. With the government still under his vague control, it is unclear if the Hegemon’s power on the planet will ever be decreased and handed back to the people, though the deciding point all would agree is the upcoming election of 2466, which might see a large change in the makeup of the Synod of Scales, causing a weakening in the control Not’zar has over the government. Only time will tell that story.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Current Day ===&lt;br /&gt;
Like all places, Ouerea is a product of its history. The violent revolutions, the isolation, and even the invention of the Federation shaped what it is today. It is a planet so close to [[Moghes]], yet completely different in irreconcilable ways. Still, for the time being, they are chained to the [[Izweski Nation|Hegemony]], whether they like it or not. While they still have special privileges, guaranteed by Not’zar, at the end of the day, they are just another vassal state of the Hegemony, doing as it wills. This has been seen most clearly in the past year, as the Hegemony has simply used Ouerea to save itself, mainly Moghes, from starvation, turning it into a food production centre of the very company Ouerea rebelled against in the first place. Despite all of Not’zar’s promises of reform, he still ended up putting down the protests and riots that occurred as Hephaestus Industries completed their aquaculture centres. The population has not forgotten this, and a sea of resentment still bubbles underneath the surface of the verdant jungle landscape.&lt;br /&gt;
&lt;br /&gt;
It is unclear if the Hegemony will ever fully control Ouerea. Maybe its people have developed a culture that is just too wild, too free, to ever be contained within a feudal system. But if there’s one thing Ouerean people are certain of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&#039;&#039;&#039;“We will be loyal to the Hegemony, so long as it is loyal to us.”&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Geography and Climate ==&lt;br /&gt;
[[File:Oureaea_Ciites.png|thumb|A map of Ouerea, with major cities labeled.]]&lt;br /&gt;
Ouerea is best known for its lush, verdant jungle landscape, which covers almost all of the planet’s surface besides the polar ice caps. This jungle cover is attributed to the planets closer proximity to the sun when compared to Moghes, having a much shorter orbit. The Trizkaka Sea is the most prominent feature of the planet, being a large body of water with many island chains, that has become the lifeblood of the colony. The planet also has several mountain ranges.&lt;br /&gt;
&lt;br /&gt;
The strangest thing about the geography and climate of Ouerea, however, is its compatibility with Unathi as a species. For most other species, their first steps of colonization were titanic struggles which required heavy use of terraforming, adaptation, and equipment to survive on their new planet. Whereas Ouerea is essentially a Moghes covered in entirely jungle, well suited for habitation by Unathi. The plants and animals pose little danger to Unathi, and are even edible by them, which is what allowed the first colonists to survive so long cut off from Moghes. Many scholars have puzzled over this question, why Ouerea seems to be such a perfect candidate for colonization, right on the doorstep of the Unathi homeworld, but most have either attributed it to some form of divine intervention, or pure galactic luck. However there are more radical scholars who believe that Ouerea was once a colony of a Unathi precursor race, who terraformed the planet to live on in ancient times, before the evolutionary base of the Unathi stepped out of the ocean. There has been no evidence of this, despite many archaeological expeditions being launched on the world, and it is unclear if any will ever be found.&lt;br /&gt;
&lt;br /&gt;
=== Flora and Fauna ===&lt;br /&gt;
&#039;&#039;&#039;Awth’una&#039;&#039;&#039; are a warm-blooded reptilian species that gives live birth. They are four-limbed with long, snake-like prehensile tails. They resemble iguanas with a more generally ape-like body structure. Their grasping hands are very dextrous, and they have feet that have a grasping toe. They are the primary tree-dwelling type of lizard that is found in jungles across Ouerea. Typically they are omnivorous foragers that also scavenge from other species’ kills, and are not averse to raiding bird nests or eating the birds themselves. A typical Awth’una troop will be led by a patriarch. The patriarch&#039;s daughters remain with the troop for their entire lives. The young of Awth’una stay with their mothers for typically a year before becoming fully independent. They learn to forage for food and how to behave from their mothers. Orphaned Awth’una can become aggressive or ill-tempered as a result of not having their mother’s guidance on how to behave properly. Noticing this behavior, Unathi xenobiologists often cite them as evidence of the importance of proper cultural values evident in even the animal kingdom.&lt;br /&gt;
&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;
== Political Structure and Governance ==&lt;br /&gt;
As a result of its tumultuous history, Ouerea has a political structure unlike any other within the Hegemony. For one, many aspects of their governance is based on democratic rule of law, rather than nobility, and that is only the most obvious aspect. This uniqueness means that Ouerea has a complicated relationship not only with the Hegemony and its Feudal system, but with politics internally.&lt;br /&gt;
[[File:Early Ouerea Flag.png|400px|thumb|The original flag of the Ouerean Colony. The colours signify the green, lush jungles of Ouerea next to its vast blue oceans, while the black signifies the void of space through which the colonists had to spend many months in to reach the planet. Due to controversy over the new flag, this flag is technically the official flag of Ouerea.]]&lt;br /&gt;
=== The Synod of Scales ===&lt;br /&gt;
The Synod of Scales was first formed during the Contact War, when the planet was all but cut off from Moghes. It consisted of a committee of representatives, drawn from each settlement dotting the surface of the planet, with the number of representatives each settlement was entitled to determined by population. More population meant more representatives. One of these representatives would be elevated by their peers to become the “Speaker of Scales”, who would moderate discussions within the Synod, and speak for the committee as a whole to the public. These representatives would then work on matters of planetary policy, only truly creating laws about issues that affected the whole of the population, and preferring to let individual settlements rule themselves.  This was the Synod of Scales before the Months of Blood, the brutal Izweski crackdown on Ouerean democracy after the conclusion of the Contact War. The Synod of Scales only exists today by the grace of Not’zar Izweski, who during the rebellion of 2460, conceded to the rebel’s demands on the reinstatement of democratic processes. Still, this concession was not without its caveats, and the way the Synod of Scales works contemporarily differs heavily to how it worked in the past.&lt;br /&gt;
&lt;br /&gt;
The Synod nowadays is still made up of representatives, but each settlement, now towns and cities, only gets so many. The maximum number of representatives a city on Ouerea can appoint is eight, with New Skalamar currently being the only city which has the population to warrant these eight representatives. No other city has more than six, with most hovering around the three to four range. Smaller settlements or towns outside of cities are no longer allotted representatives, instead only being able to have appointed observers, normally appointed by the local mayor or other official who administers the area, in the Synod. This has created a situation where political power on the planet is heavily centered in the cities that dot the Trizkaka Sea, which, by the Hegemony’s standards, have the least amount of resentment towards the nation. However this estimate might be off, as while the countryside is often the growth of resentment and radical ideas, the cities normally quickly follow, as the interconnected people of the planet regularly travel and exchange ideas in a way that is foreign to Moghes.&lt;br /&gt;
&lt;br /&gt;
For matters of actually making policy, the Synod follows much the same traditions as when it was first established, only truly focusing on planetary policy rather than attempting to also govern how the cities are administered. The position of “Speaker of Scales” was abolished after the Synod’s resurgence, and instead replaced with the Overlord of Ouerea, a still feudal position that passes down a clan line. It is the Overlord that moderates discussions within the Synod, and decides which matters should be discussed when. The replacement of the Speaker with a feudal position has caused some friction within the Synod, as the Overlord now determines what policy issues are brought before the Synod and in what order, essentially having control over what can and cannot be discussed. Still, those within the Synod recognize that the situation could be much worse, and are generally willing to put up with this fact, especially given that the current Overlord Zik&#039;san is a former rebel himself. Issues which are brought to the Synod&#039;s attention are voted on by all members, excluding the Overlord, who traditionally never votes to appear unbiased. A simple majority is all that is needed to pass a law or policy, and should the vote ever come to a tie, the issue on the floor will be re-voted on until a majority is the victor. The Overlord does not hold veto powers over the decisions of the Synod, however the Hegemon himself does, should he see fit to exercise this power. Not’zar has not yet vetoed a decision made by the Synod, but only time will tell if he one day will.&lt;br /&gt;
&lt;br /&gt;
Currently the Synod of Scales consists of 39 members, but it is expected to grow as the cities of Ouerea themselves grow. The Revolution’s Heirs are the most prominent political party within the Synod, accounting for 28 of its members, a vast majority. The Heirs rarely need to include other parties into policy making because of their majority, and this has created something of a distinction between the Hatchling’s and all other political parties, whose public support is not enough to tip the balance of power in their favor yet. However, now that the Heirs are in near total control of the government, all actions or inaction by the government will be tied to them, for better or for worse, potentially opening space for the smaller political parties to garner more public support.&lt;br /&gt;
&lt;br /&gt;
=== The Overlord of Ouerea ===&lt;br /&gt;
Much like the Synod itself, the Overlord of Ouerea is a strange position for one to hold. Whereas the other Overlords rule directly over many smaller vassals, the Overlord of Ouerea merely manages the democratic affairs of the planet, rather than being a ruler in their own right. The Overlord of Ouerea, currently Zik&#039;san, moderates the talks of the Synod of Scales, sets up the elections by which representatives are elected, and determines what policies are put to the floor within the Synod. That last responsibility gives the Overlord incredible power, if they are smart enough to know how to use it. By being able to determine what is even discussed within the Synod, the Overlord can steer the direction of Ouerean policy-making however they please, exchanging favors with representatives to ensure their issues are given first priority, or refusing to even allow certain issues onto the floor of the Synod.&lt;br /&gt;
&lt;br /&gt;
Unlike in a modern democratic system, there is no check on the Overlord’s power, no way the Synod can over-rule their decision. While they do not have veto power, a right reserved only for the Hegemon himself, they do have a vast amount of influence over the Synod itself. This has resulted in a situation where the Overlord’s primary duty is the garner favours within the Synod, constantly in the political dance of quid-pro-quo, attempting to keep Hegemonic Authority on the planet as high as possible. Though the position is now held by Zik&#039;san a former rebel himself, he has realized that to retain his position, and more importantly keep the planet stable, Hegemonic Authority must not be in doubt, or once again they will descend to the planet to reassert it in brutal Unathi fashion. This is never more the case than contemporarily, as the planet now plays host to a vast majority of the Hegemony’s food production, both current and planned, that the Izweski cannot simply let Ouerea begin to truly govern itself. So Zik&#039;san must work the delicate high-wire act of allowing the planet some representation and some say in governance, while also keeping the Hegemony’s authority over the colony above a certain threshold. Should he fail in either of these, the consequences will spawn forth a torrent of blood that would outdo the revolution itself.&lt;br /&gt;
&lt;br /&gt;
=== Relationship between Democracy and Feudalism ===&lt;br /&gt;
Feudalism and Democracy are two ideologies that were never meant to interact. Yet in Ouerea’s case they must. The delicate balance struck by Not’zar in the wake of the 2460 revolution has held up for the past five years, but it is not without its many flaws, beyond those which have been discussed within the Synod of Scales and Overlord sections. The biggest issue between democracy and feudalism is the constant change a democratic government presents, as representatives lose elections, are voted out of office directly, or even have to change policies as public opinion changes; compared to the relatively more consistent feudal monarchy found throughout the rest of the Hegemony, where a Lord’s word is law and the opinions of peasants need not be considered. What has resulted is an inability for the rest of the Hegemony outside of the Overlord and Hegemon to truly communicate with the people of Ouerea, and understand how their government system works.&lt;br /&gt;
&lt;br /&gt;
To the majority of the Hegemony’s nobility, the Ouerean Revolution was a disastrous act of treason, and the Hegemon’s negotiation with the rebels is either considered a rare misstep by his supporters or a sign of his overall weakness by his detractors. Among the peasantry, however, the news of Ouerea’s newly-won democracy acts as a symbol of the potential for change - and many of those who would never have considered a change to the system that has reigned on Moghes for centuries now look at Ouerea as a shining beacon of what their own world could be. While the revolutionary ideals of the Ouerean Confederation have yet to catch on offworld, the citizens of the Hegemony hope and fear alike that while Ouerea was the first revolution to be victorious against the Hegemony’s power, it will not be the last.&lt;br /&gt;
&lt;br /&gt;
=== Political Entities ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Revolution&#039;s Heirs ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An informal name for the dominant political viewpoint on Ouerea following the Revolution - born out of its struggle for freedom, and desiring to maintain that freedom in the new age of the planet. They are staunch supporters of maintaining Ouerean democracy and the freedoms it has won for the planet’s citizens, and largely wish to continue with the status quo, working within the Hegemony to demonstrate the value of the Ouerean model of governance. &lt;br /&gt;
&lt;br /&gt;
Most prominent political figures on Ouerea are aligned with this ideology in some way or another. Opinions range on Hephaestus, with some viewing their investment as potentially a boon to the planet and others viewing them as a pestilence that was part of the very reason for the initial rebellion. Generally, followers of this ideology tend to agree that the corporation needs to be watched closely and regulated to prevent exploitation of the planet and its people - though only time will tell if they are capable of enforcing such regulations against Hephaestus’s influence.&lt;br /&gt;
&lt;br /&gt;
The Heirs have been a dominant force among the Synod of Scales since its establishment, and that continues. They are supported by mostly Unathi, with a fairly large amount of Skrellian support. Notable members include Representative of New Skalamar Ozesh Zuruziir, who rose to political prominence beyond Ouerea following an attempt to court the Hegemon in 2465.&lt;br /&gt;
&lt;br /&gt;
The opening of Hephaestus aquacultural centers and the megacorporation’s subsequent capture of the Hegemonic economy has been a contentious issue for the Heirs. Many fear that the corporation is now too powerful for the Ouerean people to control its expansion on their world, and some believe that the aquacultural projects may have devastating impacts on the planet’s biosphere. Others, however, have welcomed the megacorporate presence, believing that while Hephaestus presence is an inevitability, working with them is the only way to properly ensure that the worst of corporate overreach can be reigned in. A small number of the Heirsresigned in protest following these events, with several of them having defected to the Warriors of Liberty or the Independence Movement.&lt;br /&gt;
&lt;br /&gt;
The cooperation of the Heirs who held a majority position within the Synod with the Hegemony during 2465 has also caused many issues for the Heirs in regard to their public support. When the riots were brutally suppressed by Izweski and Hutay’zai bannermen after leaks about Hephaestus’ impact on the local environment, many saw the Heirs as part of the suppression, not stepping in to defend their own people. Many minor representatives resigned in protest, but the party has still defended their position as being what was best for the planet. This defense and lack of apology has seen a swell in the public support for the Warriors of Liberty and the Ouerean Independence Movement, who might finally be able to break the Revolution’s Heirs’ iron majority within the Synod of Scales.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Warriors of Liberty ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Warriors of Liberty are an offshoot of Revolution’s Heirs, formed shortly after the exile of Overlord Yiztek. They believe in the maintaining of the Ouerean model, and in spreading it throughout the Izweski Hegemony, replacing the feudal system with a democratic confederation modeled after the newly formed government of Ouerea. The movement’s followers vary in their militancy, with a small and radical fringe advocating for fighting the Hegemony in open battle - a cause which is viewed as an impossibility by most. However, the existence of this fringe has proved a concern for some of the Moghresian nobility, believing that the Warriors are traitors to the Hegemony who should be stamped out.&lt;br /&gt;
&lt;br /&gt;
Followers of this ideology tend to be staunchly opposed to Hephaestus Industries and the power that the megacorporation holds throughout the wider Hegemony. The prevalent belief among supporters is that the Hephaestus facilities on Ouerea should be nationalized and brought under Ouerean control, instead of being in the hands of a foreign power. While there have been accusations leveled at this movement for ties to radical organizations such as the [[Aut&#039;akh|Aut’akh]] and the [[Unathi Guilds#Hearts of Industry|Hearts of Industry]], none of these accusations have ever borne fruit. This movement primarily consists of Unathi, with a small but dedicated base of human supporters. Notable supporters include Overlord Zik’san - former commander of the rebels during the Ouerean Revolution. His appointment to his position despite his outspoken pro-democracy views has angered many of the more conservative nobility on Moghes, with frequent calls for him to be removed from his position. The Warriors are also in favor of the expansion of Ouerean military power, to ensure that the fledgling democracy is capable of fending off any future attempt to return it to feudalism.&lt;br /&gt;
&lt;br /&gt;
Several members of Revolution’s Heirs defected to the Warriors following the massive expansion of Hephaestus Industries in 2465. They continue to advocate for nationalization of Hephaestus property across the planet, alarmed at the enormous power the corporation now wields at every level of the Hegemony. Overlord Zik’san has not spoken out in favor of this yet, with some accusing him of being on Guildmaster T’zakal’s payroll - an accusation not taken lightly, given his status as a hero of the Revolution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Ouerean Independence Movement ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This movement is a small one, but with a notable presence on the Synod. As the name suggests, they support the independence of Ouerea from the Izweski Hegemony, with opinions ranging from maintaining favorable relations with the Izweski to breaking ties altogether and seeking alliances among the democratic nations of the Orion Spur. This movement has a small representation among the Synod of Scales, and generally tends towards opposition to Hephaestus Industries. With the ongoing famine in the Hegemony, some of the more vocal supporters of this position have been calling for Ouerea to leverage their status as the Hegemony’s main food provider to force the Izweski into conceding to their demands for independence.&lt;br /&gt;
&lt;br /&gt;
The Independence Movement’s support is fairly evenly divided between Skrell and Unathi. To many of its supporters, it represents the truest promise of Ouerea - a world where anyone, regardless of their species or origins, should be free to choose their own destiny without the meddling of foreign powers. This faction tends to work closely with the Warriors of Liberty - while they disagree on some key issues, both of them support the expansion of Ouerea as a military force in its own right, better to prevent another war if a future Hegemon decides that the grand experiment should come to an end.&lt;br /&gt;
&lt;br /&gt;
While the movement has been opposed to Hephaestus, its membership is divided on the subject of the other megacorporations of the Orion Spur. Some believe that inviting other corporations into the Ouerean economy would help to provide a check on Hephaestus’s power, with the majority holding the opinion that any corporate presence at all is inherently detrimental to Ouerean democracy.&lt;br /&gt;
&lt;br /&gt;
Following the massive expansion of Hephaestus, as the megacorporation seized an unopposed monopoly over the Hegemonic economy, the Ouerean Independence Movement has seen an increase in support. While nothing has been proven, some suspect that this is in part due to the discreet support of other human megacorporations such as NanoTrasen in the hopes of weakening Hephaestus’s newfound monopoly&lt;br /&gt;
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==== The Oldbloods ====&lt;br /&gt;
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The ‘Oldbloods’, ironically, are actually newer to Ouerea than most of the peasants they deride. During the reign of Overlord Yiztek in the late 2450s, nobles from Moghes were brought to the planet to assist in the implementation of feudalism. This period was brief, with feudal rule on Ouerea being overturned after the Revolution, to the chagrin of the nobles who had invested time and money into establishing new authority on Ouerea. Those whose clans held land on Moghes returned there, but many of the new Ouerean nobility had lost their lands to the Contact War, and viewed this planet as a second chance. For these nobles, there was nowhere to go, and the power and wealth they had been promised on Ouerea was gone. Some of them integrated into the new society and managed to gain positions of power - but a large number of them who were unable or unwilling to do so formed the Oldbloods.&lt;br /&gt;
&lt;br /&gt;
Outside of themselves and their retainers, the Oldbloods have little to no public support, and are generally the subject of mockery among the general populace. Currently, their main form of agitation is sending emissaries to the nobility on Moghes, in the hopes of pressuring either Hegemon Not’zar or his successor to stamp out Ouerean democracy once and for all, and to restore the natural order of things - with themselves back in power. They have had little success, with most of the more influential nobility of Moghes recognising that another war on Ouerea would spell disaster for the Hegemony, especially with the ongoing famine.&lt;br /&gt;
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==== The Restorationists ====&lt;br /&gt;
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The Restorationists are a minority group of humans and Skrell supporting the return of the administration of the colony by the Solarian Alliance and the Nralakk Federation. Due to the Solarian Collapse, this group has a small majority of Skrell over humans, focusing on outreach to the Federation. Following the Revolution, the Restorationists managed to attract a few more supporters in the belief that Ouerea needs the protection of another interstellar power to ensure that the tyranny of the feudal system is not reinstated. While this is the most common viewpoint among Restorationists, there are some among their number who believe that the Unathi are too young to the Spur to successfully govern themselves. The Contact War is, in their eyes, clear proof of the fact that the Unathi require the guidance of their elders on the interstellar stage, lest they bring disaster to themselves and others. The Restorationists are a tiny group, and an effective non-entity in wider Ouerean politics, as most of the human and Skrell colonists who were deeply loyal to the previous governments evacuated the planet when control was returned to the Izweski.&lt;br /&gt;
&lt;br /&gt;
Hephaestus’s expansion, and the recent end of the Solarian Civil War, has led to a small increase in human support for the Restorationists. A corporation seizing control over an entire nation’s economy in such a way is reminiscent of the events leading to the Republic of Biesel’s secession in 2452, and some humans have come to support Solarian intervention on Ouerea to prevent Hephaestus from destroying the fledgeling society there. The Restorationists, despite this increased support, are still largely irrelevant to wider Ouerean politics.&lt;br /&gt;
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==== The Hearts of Industry ====&lt;br /&gt;
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Following the reintroduction of Hephaestus to the Ouerean economy, the revolutionary guild known as the Hearts of Industry began to take root among the locals. While this had small beginnings, with Hearts from the Southlands of Moghes traveling to the planet in the hopes of agitating for change, these Unathi found a more receptive environment than they could have possibly dreamed of. The Ouerean people were no stranger to the idea of unions, or for collective action to improve the lot of all, and the revolutionary and egalitarian ideas of Ouerea found a kindred spirit in the Hearts of Industry. Second to only the Southlands chapter of the guild, the Ouerean presence is rapidly growing into a force to be reckoned with. Unlike the other political movements of the planet, the Hearts are unconcerned with Ouerea’s relation to the wider Hegemony, focusing solely on the exploitation of the planet and its people by Hephaestus Industries and the Hegemonic guilds that have made a home there.&lt;br /&gt;
&lt;br /&gt;
Following Hephaestus’s seizure of the Hegemonic economy, the Hearts of Industry have faced hard times, as many of their leaders have been arrested and their membership find it impossible to find work with the guilds due to Hephaestus’s anti-union policies. The Southlands chapter of the guild has been crushed into near-irrelevance, but the Ouerean Hearts persist - at least, for now. While many are forced to keep their membership secret to continue employment, others proudly bear the insignia of their guild still, agitating in Ouerean politics against the megacorporation’s power. Whether they will have any success is yet to be seen.&lt;br /&gt;
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==== The Aut&#039;akh ====&lt;br /&gt;
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While the Aut’akh of Ouerea largely keep to themselves, they are still noteworthy in their actions. Though technically outlawed by Hegemony law, they are far from a priority for the government of Ouerea, and as such have been able to recruit and grow in relative safety. Though law enforcement does not actively pursue the Aut’akh, this is not the case for Hephaestus Industries, as the communes have been a consistent thorn in their side for years. Hephaestus equipment is often stolen or destroyed by Aut’akh saboteurs - both as materials for supporting the communes and as an act of resistance against corporate power. &lt;br /&gt;
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As such, the Aut’akh of Ouerea have an odd status, where despite the esoteric and unusual nature of their faith, they are often viewed as synonymous with direct action against the Hegemony and Hephaestus. As such, they have found many allies in those who believe that foreign powers - whether corporate or feudal - must be driven from Ouerea by any means necessary. This is where the bulk of the Aut’akh communes on Ouerea recruit from - those who are driven to strike against their oppressors. While there are no known examples of a human or Skrell converting to the Unathi faith, they can often be seen regardless in places such as Aut’akh Valley, living and fighting alongside the augmented Unathi in the hope of freedom for their world.&lt;br /&gt;
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== Culture and Demographics ==&lt;br /&gt;
&#039;&#039;See also: [[Aliens on Ouerea]]&#039;&#039;&lt;br /&gt;
[[File:Ouerea Flag.png|400px|thumb|The modern day flag of Ouerea, first made during the Times of Growth, then changed slightly during the Rebellion to incorporate red stripes to represent the blood of the nobility. Because of this, the original Ouerean Flag is officially the flag of the planet.]]&lt;br /&gt;
Ouerea is a cultural breadbasket within the greater Hegemony, with an influx of native Unathi cultures seemingly blending into one another over the decades of colonisation and escape from the growing Wasteland, as well as foreign cultures that have adapted and been integrated – in particular, Skrell and Human influences that have settled across the planet. Despite its roots within an authoritarian feudal state, Ouerea has managed to break free of the iron first of the Hegemony’s cultural wars and develop a society that above all exemplifies community, freedom and democratic practices – through which must all continue by a constant effort to balance the scales between the colony and Moghes. Yet another element of Ouerean society is perseverance, stemming from the fact the original colonists could only rely on themselves thanks to the rudimentary technology available yielding a one-way trip with little capability for quick re-supply. &lt;br /&gt;
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Compared to its Hegemonic counterparts, Ouerea prides itself on its meritocratic beliefs. Though initially there was pushback against these foreign ideas where one’s value is not measured by clan, birth or position, but instead through their own merits and accomplishments – originating from the original colonists who settled the planet, who could not trust any but each other for their own survival, no matter the position their fellow colonists might once have held. Nationality, position, or culture means nothing to any Ouerean, who will measure a person&#039;s true worth by what they do, for better or for worse. This extends not only to individuals but to entities, whether it be corporations, nation-states, or other groups. The only exception to this is Hegemonic, or Traditionalist, nobility. Ouereans almost universally scorn nobles, despite being ruled by one, especially those from the Hegemony, as they clearly remember both the Rebellion and the Months of Blood. Due to the sheer scale of the uprising in 2460, nearly every Ouerean has a clan member who was hurt or killed during it, and most blame the Hegemony and nobility for those deaths. This unique approach on the planet has blended into other elements of Unathi culture, in particular the structure of clans, as well as the influence they have within one’s life. It is particularly shunned across Ouerea that a Clan may exercise a hold over its members, something seen as sacred on Moghes – a person must be able to take whatever path of life they may elect without hindrance, which subsequently also leads to a decrease in extended familial bonds, with most Ouerean Sinta never meeting the entirety of their Clan, mostly knowing their immediate family and possible some extended family in rare circumstances. However, Ouereans are fiercely loyal to their inner circle, more so than their Moghesian counterparts. Differing heavily from Moghes where such is defined mostly by nobility or allegiance, on Ouerea the inner circle of an Ouerean is normally defined as their community. The first colonists of the planet had to rely on complete strangers in order to survive, and also were relied upon by complete strangers, so therefore have developed this much looser sense of community. Not necessarily of like-minded individuals, an Ouerean views their community as a group of people who will support each other through the thick and thin. To not belong to a community as an Ouerean is to be ostracized, a step apart from society, and therefore making it more difficult to find a community to belong to. Thankfully, most Ouereans are open to inviting new members into their communities, so long as they prove themselves first, in whatever deemed fit. This goes all the way down to friend groups, as they are a community in themselves. Once belonging to a community, Ouereans find themselves obligated to support it, as long as it supports them.&lt;br /&gt;
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Loyalty to one’s inner circle, to one’s community, is above all else yet another important facet of Ouerean Culture – especially for Ouerean Unathi. Though, there have been instances where cultural contamination has bled into Non-Unathi Ouereans, where a clan-like structure isn’t unheard of within non-Unathi households, in particular Skrell have adapted their own communal habits seamlessly into what have been called “Semi-Clans”. Though community has far-reaching definitions thanks to its subjective nature, it has mostly come to be recognised as one’s immediate surroundings, where not contributing to one’s community – in some way or another – is seen as a societal taboo that results in being shunned, and possibly even ostracized for their inaction if it continues even after “encouraged” participation through shunning. &lt;br /&gt;
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Not dissimilar to Moghes, betrayal on Ouerea is seen as the most abhorrent of all crimes, requiring only the harshest punishment. However, in other cultures betrayal is mostly a singular person, or small group exercise, as they go against the will of the majority. On Ouerea, the blade cuts both ways, especially in regards to communities. Being a member of a community does not only mean that one has a duty to it, it means that the rest of the community has a duty to the individual. Failing to give someone the support they need is considered to be betraying them, just as is one person failing to give the support required of them. This is most notable in the Ouerean Rebellion, where the main driver of the anger of the population was the feeling that they had been betrayed by the Hegemony, who were not giving them the support they needed. This sentiment spawned the well-known quote: “We will be loyal to the Hegemony as long as it is loyal to us.”&lt;br /&gt;
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Perseverance is the last pillar of Ouerean culture. Given how much time during its history the planet has been all but cut off from Moghes, a sense of never giving up has all but set into the population. It could be in any matter - in pursuit of personal or career goals, enduring times of great difficulty or simply in hard work - but Ouereans are known across the Hegemony for their perseverance, even when others might have long-since given up. This applies not only to personal matters, but also to grander things. During the Ouerean Revolution, [[Notable Unathi#Lord_Admiral_Trazial_Yizarus,_Izharshan&#039;s_Bane|Lord Admiral Trazial Yizarus]] is apocryphally quoted as telling Not’zar Izweski that “We can win this war, Lord Regent - but not without leaving Ouerea more ruined than Moghes. Every man, woman and hatchling of that planet will break before they bend.” Whether or not he actually said this has never been confirmed, with the initial source of the quote being published in an Ouerean newspaper following the Revolution’s end - but it has become a popular saying in Ouerean culture nonetheless. Perseverance within Ouerean culture has taken on a new meaning after this sang rose to prominence, perseverance against the Hegemony and its feudal government; to perserverance in the upholding of Ouerean democracy. It is debatable whether Ouereans have been successful in this, but one thing is for certain; they have not given up yet.&lt;br /&gt;
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=== Semi-Clans / Non-Traditional Customary Clans ===&lt;br /&gt;
Semi-Clans have become a cultural fascination across the Spur, at least to those interested in xenosocietal influences. Similarly operating to Moghesian Clans, with a “Head” or a “Chief”, more commonly just referred to as an “Elder”. These Semi-Clans have been given limited recognition within the Ouerean Federation by the Synod of Scales, where particular elements must be met before a Semi-Clan can be classified as being able to enjoy the legislative protections offered to Unathi Clans – more officially known as Non-Traditional Customary Clans. &lt;br /&gt;
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Firstly, there must be &#039;&#039;&#039;at least fifteen volunteering members&#039;&#039;&#039;, with some kind of familial ties – whether it be by blood, or by marriage. This has been met with criticisms from Skrell, claiming the [[Skrell Ailments#X&#039;Lu&#039;oa|X&#039;Lu&#039;oa]] has stunted their ability to grow these numbers, however, those from the Synod of Scales have accepted adoptions as being valid familial ties, offering a loophole to those unable to reach the prescribed minimum number. Secondly, each member or someone duly authorised on behalf of the members, must provide the written oaths of all those seeking to join the Non-Traditional Customary Clan to the Synod of Scales. Thirdly, there must be sufficient evidence that there is an interest for the Non-Traditional Customary Clan to be initiated – an independent one outside of merely enjoying legislative protection. It is common to claim financial assistance as an independent interest, merely having to prove an intention to help one another with pooled resources, to bypass this final requirement. &lt;br /&gt;
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Once a Non-Traditional Customary Clan has been accepted by the Synod of Scales, it can enjoy both the legislative protections and drawbacks offered to Unathi Clans. This includes stipulations and provisions in Ouerean Customary Laws in both Marriage and Contracts, as well as any repercussions for not following them. Many larger families have chosen this route as a means of better integrating into Ouerea, and becoming accustomed to the forged blending of several elements of Unathi, Skrell and Human societies into a mixed cultural breadbasket.&lt;br /&gt;
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=== Education ===&lt;br /&gt;
Education on Ouerea is very different to that on contemporary Moghes, being public and widespread instead of only reserved for the nobility. As a result of the Federation Administration approving the Synod of Scales request to increase funding for educational infrastructure, public schools can be found in nearly all Ouerean settlements, whether there be cities or small townships. The Ouerean population, therefore, has a much higher level of basic education than most Unathi, and alongside public schools, private acceptance schools are widespread for more specialized education. Being subsidized by the [[Izweski Nation|Hegemony]] who wish to advance the species into the modern age, these private schools will often not require payment to attend, instead only requiring that a citizen passes a certain test, or can demonstrate their skill in another form.&lt;br /&gt;
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==== New Skalamar Pioneer’s Seminary ====&lt;br /&gt;
Created by religious authorities within New Skalamar, the Pioneer’s Seminary previously hailed itself for instilling traditional values within its scholars, but more importantly providing them necessary skills to further Ouerea’s development. This predominately manifested itself through teaching skills related to blue-collar industries: construction, farming, mining and any other necessary industries for “Ouerean Sustainability” – the motto of the Seminary. Though initially controlled by a Sk’akh majority during its early days, the introduction of other faiths, including alien faiths, has allowed it to develop a more holistic approach to what is defined as “traditional values”.  Having moved from its primary purpose to teach early colonists, the Pioneer’s Seminary now offers several kinds of courses with “Guild Accreditation” – including Health Sciences, Natural Sciences, Astronomy and much more. With a more balanced teaching platform, with Skrell, Human and Unathi theories all seeing practical application, the New Skalamar Pioneer’s Seminary is slowly taking the lead against its Moghesian counterparts. It still maintains its more “religious” structure, even despite its acclimation to the new Ouerean society – where only religious figures maintain tenure.&lt;br /&gt;
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=== Major Holidays ===&lt;br /&gt;
&#039;&#039;&#039;March 1st – Rebel’s Cry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unofficially, officially recognized by the greater Ouerean community as being an homage to the Rebellion of February 29th, 2460. Rebel’s Cry, though relatively “new”, sees continued support from native Ouereans as they maintain a distance from their Moghesian Overlord, teetering a precarious balance between free democracy and feudal tyrany. It is generally regarded as being celebrated on March 1st, due to the nature of leap-years, but when the 29th of February does inevitably roll around, Ouerea expects to see hundreds if not thousands of celebrations across its cities. &lt;br /&gt;
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&#039;&#039;&#039;September 28th – Democracy’s Founding&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mere weeks after the nuclear cataclysm of Moghes had engulfed the planet, a coalition government had been created by the Solarian Alliance and the Nralakk Federation in an attempt to provide stability in a time of crisis – successful in their attempt, representative democracy continued across the planet for close to three decades before royalist elements overthrew the Ouerean Federation. Democracy’s Founding is officially recognised as to when Ouerea began to unravel from the Hegemony’s clutches, seeking to build themselves a path amongst the stars.&lt;br /&gt;
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&#039;&#039;&#039;October 11th - Pioneers&#039; Landing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
October 11th in the human calendar marks the initial colonisation of Ouerea - when the first five Unathi made planetfall, and transformed Ouerea from a dot in the night sky to a home. This is a joyous day of celebration amongst all three species present on Ouerea, honoring the persistent and independent spirit that has made the colony what it is today. Banners bearing the Ouerean flag and images of the initial colonists are often flown, and from the smallest village to the largest metropolis there is dancing, drinking and celebration in the streets - as all Ouereans, whether human, Skrell or Unathi, celebrate the work of those who came before them. This day tends to be viewed with less significance by Skrell, as most of the initial Skrell settlers of Ouerea are still alive.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
Language is a confusing topic across Ouerea, in that there exists a vibrant community of polyglots from all walks of life – exposed to languages and dialects from across dozens of planets from which native Ouereans had their ancestors hail from. Seeking to place equality on majority of the more “rooted” languages, the Ouerean Federation has recognised four languages as being instrumental to its continued development: [[Languages|Tau Ceti Basic, Solarian Common, Sinta’Unathi and Nral’malic]]. Though the most predominant language is Sinta’Unathi, Tau Ceti Basic is a close second thanks to its usage as a means of language wayfare – a common ground for which species use to understand eachother.&lt;br /&gt;
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=== Refugees ===&lt;br /&gt;
Since the conclusion of the Ouerean Rebellion, and truly the [[Contact War]], Ouerea has become a sought after destination for refugees fleeing the destroyed environment of [[Moghes]] for the lush verdant jungles of Ouerea. These refugees, originally welcomed with open arms, have slowly become viewed as more of a nuisance by the native population, as outdated views are once again brought to the planet, housing becomes increasingly difficult to find and refugees resort to setting up shanty towns outside of major cities the likes of which can be found outside of Skalamar itself. In return, the refugees mostly view Ouereans as entitled, having been born to or simply fled before their new neighbours had a chance to. These shanty towns are often rife with crime, causing fear within the native population that the criminal activities seen in them will eventually spread to the streets of major cities.&lt;br /&gt;
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The two negative opinions the groups share about the other have sometimes flared up into violent clashes, as natives and refugees riot attempting to drive the other out or enforce certain demands. With the commonality of such occurrences on the rise, they create a constant source of headaches for local Watchmen in the major cities, who need to expend resources trying to smother the flames before they get out of hand. As a result, and to keep a pool of cheap labour on [[Moghes]], the [[Izweski Nation|Hegemony]] has attempted to curtail the flow of refugees to Ouerea but has had little effect as smugglers remain rampant within the Uueoa-Esa system due to the ongoing scarcity. Those in power on Ouerea, and the Overlord most of all, view the non-stop flow of refugees with increasing concern, as fears of a possible crisis arising from the shanty towns begin to look more and more likely.&lt;br /&gt;
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== Faith ==&lt;br /&gt;
=== Sk&#039;akh on Ouerea ===&lt;br /&gt;
Most of the initial colonists of Ouerea were [[Sk&#039;akh|Sk’akh]], with the first scientists and laborers sent to the colony pre-contact largely originating from the heartland of the faith. While New Skalamar had a small chapel, the Church itself did not pay much attention to the fledgling colony until the introduction of alien technology made travel from Moghes significantly faster and easier, leading to a rapid expansion of the colony.&lt;br /&gt;
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Following this, settlement on Ouerea grew massively, and the Church began sending missionaries, funding the establishment of a proper Ouerean branch of the faith. The First Scept of Ouerea finished construction in 2415 - a truly impressive building, blending the grandeur of traditional Sk’akhist architecture with the advances of modern technology.&lt;br /&gt;
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In 2458, with the return of feudal rule to the planet, Overlord Yiz’tek gained the right to appoint an Archpriest. His appointee was a priest from Moghes, in the hopes of showing the ‘proper spiritual path’ to the ‘wayward peasantry of Ouerea’. The first Archpriest of Ouerea was known as a man who cared more for the comforts offered to him by the Church than anything else, and descriptions of his lavish personal chambers in the First Scept of Ouerea were frequently spread among the rebels as examples of the evil feudalism had brought to their world. &lt;br /&gt;
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Following the end of the Ouerean Revolution and the appointment of General Zik’san as the new Overlord, his predecessor’s Archpriest was unceremoniously dismissed due to claims of his ‘deep and wanton spiritual corruption’ - corroborated by the Ouerean clergy who had served under him. A staunch follower of Sk’akh, Zik’san appointed a new Archpriest from among the Ouerean priesthood, a priest by the name of Iloso Azente. After several months of negotiation with the High Priest on Moghes, Azente was accepted and sworn into his new position - to represent the Sk’akh faith as the Ouerean people practiced it, rather than to mindlessly enforce the will of the far-away Church.&lt;br /&gt;
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The Sk’akh doctrine remains largely unchanged on Ouerea. However, it has been forced into adapting to the two great tests of the Ouerean experiment - the widespread presence of aliens, and the abolition of the feudal system. Archpriest Azente was one of the driving voices behind the recent doctrinal recognition of the gods of other alien species, and despite some protest from more conservative voices within the Church on Moghes he has welcomed dialogue with other faiths both Unathi and alien - the Hegemon’s grand theological conference in 2460, though not exactly a success in resolving religious tensions, was made possible due to the groundwork laid by Azente and the Ouerean church. &lt;br /&gt;
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The rise of Ouerean democracy has shaped the Church on Ouerea. The Ouerean church places a greater importance on the free will endowed by Sk’akh to Their children - claiming that it is the Great Spirit’s will that the choice between honor and dishonor is individual, and that all Sinta must find their own path to the purpose aligned for them, instead of simply falling into the patterns of their birth. This independent spirit has been proclaimed heretical by some of Azente’s fellows in the Church, but he has never been officially censured for it. This focus on an individual’s path in life, and the idea of Sk’akh wishing for Their children to find their own way, means that the Ouerean church has absorbed more human ideas of gender, believing that it can be chosen independently of one&#039;s work or duties, with Archpriest Azente having applied the doctrine of Sk’akh’s perfect creation to the matter - if such a thing was unnatural, the Three in One would not create Sinta who felt in such a way. So far, this has gone either unnoticed or ignored by Azente’s fellow Archpriests, and the absence of a High Priest means there is little oversight to ensure he falls in line with the teachings of the Moghresian church. Some among the priesthood, both on Moghes and Ouerea, fear the potential of a schism whenever the Church appoints a new High Priest - but for now, at least, the Ouerean and Moghresian branches of the faith persist in an uneasy equilibrium.&lt;br /&gt;
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=== Th&#039;akh on Ouerea ===&lt;br /&gt;
Most of the followers of [[Th&#039;akh]] on Ouerea arrived in the post-contact wave of colonists, with settlers from across the Hegemony recruited to settle the new world. As such, Ouerea is home to nearly every variation of Th’akh found on Moghes, though with those practiced in the regions of the former Traditionalist Coalition being less common. Shrines can be found across the planet dedicated to the Court of Stars, the Stone Lords of the [[Zazalai Mountains]], the River Court of the [[Southlands]] and a thousand other variations of the faith. While many keep to the traditions and rituals of their ancestors, the cosmopolitan and independent culture of Ouerea has shaped the practice of Th’akh on the planet.&lt;br /&gt;
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There is much less of a focus on particular holy sites and ancestral spirits in Ouerean Th’akh - the Unathi on this world are the first and second generation of colonists. There are no honored ancestors who have walked before them on this world, and most believe that, while they watch Ouerea from the spirit world, their ancestors remain on Moghes. For better or for worse, Ouerean Th’akhists know that they will be the ancestors whose spirits are invoked by future generations, the founders of a new civilisation and a new world. This has led to the rise of what is known as Ouerean Syncretism by theological scholars, and simply ‘Ouerean Th’akh’ by others.&lt;br /&gt;
&lt;br /&gt;
Ouerean Th’akh is a synthesis of a thousand variations on the faith - while the colonists all have their own spirit-gods and sacred rituals, their own clans and honored ancestors, they are all equally outsiders now, facing new spirits of a strange new world. The spirits of Ouerea are viewed as wilder and more primal forces than those of Moghes, solely forces of the elemental nature of the planet uninfluenced by the Sinta’Unathi. As such, many Th’akh shamans on Ouerea are equal parts teacher, preacher and survivalist - exemplifying the pioneering spirit of the first Ouereans in learning to work with the spirits of the new world, naming them and seeking to shape a harmonious relationship. Some of the more prominent among these shamans have been vocal in opposition to Hephaestus Industries’ expansion onto the planet, believing that their exploitation of Ouerea will lead to great spiritual misfortune across the planet.&lt;br /&gt;
&lt;br /&gt;
Respect for both the old spirits of Moghes and the new spirits of Ouerea is the duality that shapes Ouerean Th’akh - its shamans teach that the colonists have brought their spirits with them in part, and that only through achieving a peace between the old and the new can one reach true harmony. Those who abandon their old ways and traditions completely may be dishonorable and bring shame to their ancestors - but those who cling to them and refuse to adapt will surely invite the wrath of the Ouerean spirits upon themselves. Widespread exposure to human and Skrell culture has also shaped Ouerean Th’akh in a way that most other variations of the faith have not yet seen. Humans and Skrell are recognized as having their own spirits that they carry with them, both ancestral and reflected in the Th’akh understanding of the alien religions. While there are no known alien converts to Th’akh, the shamans of the faith often seek to work closely with alien religious figures in furthering mutual understanding of both each other, and the world they must share.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of Th’akh, human and Skrell faiths are generally acknowledged as being equally real to Unathi ones - the Qeblak ‘spirits of the stars’ and the deities of the various human faiths are considered to be alien spirits brought here by their followers. They are not venerated by Ouerean Th’akhists, but offerings are sometimes given to them by Unathi who wish to gain their favor for dealing with Skrell and humans.&lt;br /&gt;
&lt;br /&gt;
====Spirits of Ouerea====&lt;br /&gt;
===== Azsaei Zis Azua (Crimson-Toothed Liberty) =====&lt;br /&gt;
&#039;&#039;“Red the blades and red the fires,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Let our struggle only grow,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aid us ‘gainst the tyrant’s ire,&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Red your teeth that find his throat.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-A common prayer to Azsaei Zis Azua from the days of the Revolution.&lt;br /&gt;
&lt;br /&gt;
A new spirit that emerged during the years of feudal oppression, Azsaei Zis Azua (Sinta&#039;Unathi: Crimson-Toothed Liberty) is believed to have been born on Ouerea, formed from the spirits of those who died at the hands of the tyrant Yiztek. It is a spirit of freedom, justice, change, and revolutionary violence. It is usually depicted as a young, androgynous Unathi, holding a flaming spear in one hand - though occasionally as a human or Skrell, as their souls are believed to have become part of Azsaei Zis Azua as they perished in the struggle against oppression.&lt;br /&gt;
&lt;br /&gt;
Shrines to this Zyola are often built upon battlefields or sites of import to the Ouerean Revolution. It is often invoked in remembrance of the Ouerean people’s struggle for freedom, and Ouerean Unathi who feel they have been wronged in some way will often call upon it to grant them justice or vengeance. A statue of Azsaei Zis Azua, in its Unathi form, marks the entrance to the Synod of Scales - a solemn reminder to the new government that the freedom Ouerea prizes was not given, but won by blood. Shamans dedicating themselves to Crimson-Toothed Liberty are often political radicals, striving for further liberation of the Ouerean people whether by word or by blade. The spirit is often venerated by members of the Warriors of Liberty, and the party&#039;s official symbol is a stylized depiction of Azsaei Zis Azua&#039;s burning spear.&lt;br /&gt;
&lt;br /&gt;
===== The Izoaei =====&lt;br /&gt;
A collective name for many of the zo’zyola of Ouerea, the Izoaei (Sinta-Unathi: Primordial) are considered to be formless and wild spirits, manifestations of the raw and elemental forces of the world - spirits of stone and wind and water, free from names or bonds that the spirits of Moghes hold. The shamans of Ouerea believe that it is their responsibility to shape the Izoaei, to keep them appeased and guide them into a new state of being. Shrines are rarely built to these nameless spirits, but offerings are commonplace - with shamans believing that it is important to allow the Izoaei to grow accustomed to the presence of life on their world, lest their wrath spell doom for the colony.&lt;br /&gt;
&lt;br /&gt;
Shamans of the Izoaei are an odd blend of scientist, survivalist, and exorcist. Research and understanding of alien worlds is believed to be a method of both honoring and shaping the Izoaei - as Sinta come to better know their new world, so do the spirits of that world come to better understand Sinta. Many of these shamans will take extensive journeys into the Ouerean wilderness, in the hopes of coming to better know the Izoaei and to shape their presence into one that welcomes alien settlement. Shamans of the Izoaei will also often gather in preparation for or in the wake of natural disasters, providing aid in an attempt to bind or banish hostile Izoaei and to shield Ouerea against their harm. Veneration of the Izoaei has spread from Ouerea, with colonists on various [[Notable Unathi Colonies|other Hegemony worlds]] practicing similar rituals in order to overcome hostile environments.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== The Founders =====&lt;br /&gt;
The five Unathi who first set foot on Ouerea are viewed with immense respect by Ouerean civilization, often venerated as particularly revered ancestors - though they bear no blood relation to most modern Ouerean Unathi, they are ancestors in spirit to the modern-day colony. Historical sites often hold shrines to the Founders, and even non-Th’akh or even non-Unathi Ouereans will often leave offerings there in honor of the planet’s history.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zuakza Izoki, Speaker of Thunder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born to a prominent Heartland noble clan, Zuakza Izoki was a graduate of the Skalamar Academy of Natural Sciences and one of the foremost astronauts of the Izweski Space Program, having been part of one of the first crews on Izweski Station. When the Ouerean mission was planned, he was reportedly hand-picked by the Hegemon to command it as captain of the IHV Venture. Captain Izoki oversaw the initial establishment of what would become New Skalamar, and lived long enough to see humans and Skrell arrive on the planet. He was one of the founders of the New Skalamar Pioneers’ Seminary, and a statue of him adorns its gates in the modern day. He died of old age in late 2429, with a planetary day of mourning declared in his honor shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
His title as a spirit is “Speaker of Thunder” - either in honor of his commanding presence or as a joke from his surviving crewmates about how his way of speaking was extremely irritating over several months in a confined space together, depending on who one asks. He is venerated as a symbol of leadership, courage, and the pioneering spirit of Ouerea. His symbol is a stylized Unathi claw, reaching upwards to grasp at a distant star.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiuhi Ahuos, Watcher of the Dark&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pilot of the IHV Venture, Kiuhi Ahuos was a distinguished warrior from an Izweski air regiment stationed in the Southlands. As the Izweski Space Program grew, Ahuos found himself working as a test pilot on several of the program’s early missions. He was severely injured during a failed re-entry in the 2460s, which reportedly left him walking with a cane for the remainder of his life. Following the establishment of the Ouerean colony and first contact, he returned to Moghes with honor, continuing to work with the space program on various missions. His final mission was one that would go down in Unathi history, serving as a navigator on the IHRV Uezwik’s Hope - the Hegemony’s first attempt at creating a warp-capable spacecraft. When the warp calculations proved incorrect, Ahuos was killed along with the rest of the ship’s crew.&lt;br /&gt;
&lt;br /&gt;
As a spirit, his title is “Watcher of the Dark”, in reference to his status as one of the Hegemony’s first space pilots. Ouereans working offworld, particularly on spaceships or as pilots, will often make offerings to him to protect them, as his spirit is believed to watch over all Unathi abroad in the vastness of space. His symbol is a black Unathi eye, filled with a field of stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skiaei Sazs - Bearer of Flame&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ship’s engineer aboard the Venture, Skiaei Sazs was a guildsman of the Construction Coalition and one of the space program’s most talented engineers. The Venture itself was a Sazs design, and they were handpicked by Captain Izoki for the mission. Following planetfall, Sazs was responsible for the assembly of the initial colony site, and is believed by some to be the patron spirit of modern New Skalamar itself. Though well into their old age, Sazs was one of the founders of Hegeranzi Starworks, and reportedly turned down the position of guildmaster there several times before their death. Sazs was known to work closely with Hephaestus Industries, and was reportedly an influential mentor of Yukal T’zakal during his early days working with Hephaestus. They perished from old age in 2452, in their office aboard Hegeranzi Starworks.&lt;br /&gt;
&lt;br /&gt;
As a spirit, their title is “Bearer of Flame”, in reference to their contributions to interstellar engineering. A shrine to Sazs adorns Hegeranzi Starworks today, and Ouerean engineers will frequently make offerings to their spirit to bless the success of a project. Their symbol is a trail of fire, stretching towards a field of stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kseok Ssu, Witness of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally from a minor noble clan of S’th, Dr. Kseok Ssu was an accomplished biologist from the Skalamar University of Medicine long before she was chosen for the Ouerean mission. After her arrival on Ouerea, Dr. Ssu was responsible for cataloging thousands of new species native to the planet, as well as for the successful introduction of Moghresian plants and animals to the Ouerean biosphere. She is remembered as one of history’s greatest xenobiologists by Unathi even beyond Ouerea, and was granted the position of planetary chapter-master by the House of Medicine for her contributions to the sciences. She traveled extensively following first contact, studying human and Skrell advances in xenobiology for nearly thirty years and giving several guest lectures at human universities - acquiring a reputation as something of a daredevil researcher in interstellar academic circles. Kseok Ssu disappeared in 2438, only a year before the beginning of the Contact War, departing on an expedition to catalog the alien fauna of the Arusha sector. Her title as a spirit is “Witness of Life”, and she is frequently venerated by healers, academics, and explorers on Ouerea - particularly those seeking to study the planet’s ecosystem. Shrines to her can be found in most Ouerean universities, and it is a common practice among students to leave offerings there to improve their academic performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Olzahi Ekzur - Eye of Stone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ship’s surveyor, Olzahi Ekzur was responsible for much of the initial exploration and surveying of Ouerea following planetfall. During her time as a researcher for the space program, she was responsible for the launch of several probes to Ouerea, and selected the initial landing site personally. Following planetfall, she engaged in extensive study of the area surrounding the landing site, and much of the layout of New Skalamar today is based on her initial blueprints. Ekzur spearheaded much of the initial exploration of Ouerea, and spent a large amount of her time at the Sahhat Geographical Research Complex with visiting Skrell scientists, reportedly fascinated by their culture and advancements. Ekzur’s methodologies for planetary colonization were rapidly adopted, and have since become standard practice by Hegemony colonists throughout the Spur. In 2441, Ekzur was killed in a storm on the Azareazi Sea as part of an ongoing polar expedition. Survivors of the wreck reported that she refused to leave her research or her crew, and returned to the sinking ship several times in order to recover more.&lt;br /&gt;
&lt;br /&gt;
As a spirit, her title is “Eye of Stone”, in reference to her blunt and unemotional demeanor, as well as her contributions to the field of geology. She is viewed as the patron spirit of explorers, scientists, and all those who seek to wander beyond the horizons of the known. Ouerean exploration and research programs often consecrate their missions in her name. Her symbol is a silhouetted Unathi figure, walking towards a stylized horizon.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Aut&#039;akh on Ouerea ===&lt;br /&gt;
Ouerea is the birthplace of the [[Aut&#039;akh|Aut’akh]] faith, with the secretive religion’s followers having revealed themselves to the Spur for the first time there, though its communes are now spread across the wider Spur. Its origins lie with a group of Th’akh scientists and engineers, the foremost among them being [[Notable Unathi#Emzal Paossini, Creator of Paradigms|Emzal Paossini]], the elusive archaeologist now known by the Aut’akh as the ‘Creator of Paradigms’. &lt;br /&gt;
&lt;br /&gt;
These founders synthesized their Th’akh beliefs with Paossini’s studies of the ancient Sinta’Mador, and their ruins at the North Pole of Moghes, as well as the Ouerean ideas of self-governance to form the roots of what is now the Aut’akh faith. The Aut’akh of Ouerea exist in an odd state - despite the persecution throughout the wider Hegemony, the Ouerean government is largely content to leave them to their communes - and while some of the more militant among the Sk’akh and Th’akh faithful will occasionally call for stamping them out, this has yet to gain any traction.&lt;br /&gt;
&lt;br /&gt;
The main opposition the Aut’akh face on Ouerea comes in the form of Hephaestus Industries, with the planet’s communes having stood in fierce opposition to the human megacorporation for years. Aut’akh salvagers will frequently launch raids on Hephaestus compounds or equipment, stealing synthetics, machinery and supplies to sabotage the corporation’s efforts and bolster their own communities. Over the years since the Ouerean Revolution and the rise of the Aut’akh faith, Hephaestus has extensively hired mercenaries from the Fighters’ Lodge to protect its investments on the planet - and to engage in borderline warfare against the Aut’akh wherever they may be found.&lt;br /&gt;
&lt;br /&gt;
Following Hephaestus’s absorption of the Fighters’ Lodge as a subsidiary, their campaign against the Aut’akh of Ouerea has only heightened. Though the Confederation has yet to step in, rumors of Hephaestus-backed mercenaries burning Aut’akh communes and Aut’akh radicals engaging in sabotage against Hephaestus employees have spread like wildfire.&lt;br /&gt;
&lt;br /&gt;
More information about the Aut’akh of Ouerea can be found [[Aut&#039;akh#The_Aut&#039;akh_Valley,_&amp;quot;the Originals&amp;quot; | here]].&lt;br /&gt;
&lt;br /&gt;
=== Alien Religions ===&lt;br /&gt;
&#039;&#039;See also: [[Aliens on Ouerea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the alien colonists came to Ouerea, they brought their gods with them. Nearly every religion that is common in either the Sol Alliance or Nralakk Federation can be found on the world. In New Skalamar, the First Scept of Ouerea is by far the largest religious building - but it is not alone, standing on what has become known as the Street of Ten Thousand Temples. Human, Skrell and Unathi sites of worship all stand there, visited by their myriad adherents - with some locals jokingly referring to it as ‘the holiest place in the Spur’. More information on the faiths of non-Sinta can be found [[Aliens_on_Ouerea#Alien_Religions|here]].&lt;br /&gt;
&lt;br /&gt;
== Cities of Ouerea ==&lt;br /&gt;
The tropical regions around the Trizkizki and Riztizkzi Seas are the most populated areas of Ouerea - nearly all the major cities on the planet are located in and around this region. Due to its warmth making it ideal for Unathi biology, it was targeted from the beginning of the colonization process.&lt;br /&gt;
&lt;br /&gt;
=== New Skalamar ===&lt;br /&gt;
The oldest city on Ouerea and capital of the planet, New Skalamar has humble beginnings - the reassembled shelter of five colonists, growing over the years into a ramshackle town and further into the bustling metropolis that it is today. A strange mixture of Unathi, human and Skrell-style architecture defines the city, with the Nralakk Federation and Solarian Alliance having played a major role in its expansion into a true city.&lt;br /&gt;
&lt;br /&gt;
In the Founding District, lying at the center of the city on a plain of undisturbed grass, is the Pioneers’ Field - a near-perfect recreation of the pre-contact settlement built by the first Unathi to arrive on the planet. Statues of each of the five founders stand around it, and each of them was buried beneath its earth, having given all of themselves to the establishment of Ouerea as a thriving world. The Field is a popular spot for tourists, and the locals will often frequent it to remind themselves of the humble beginnings that their world rose from. One of the most famous images of the Ouerean Revolution shows a crowd of rebels - Skrell and Unathi alike - standing shoulder to shoulder on the Pioneers’ Field, refusing to bend or break before Overlord Yiztek’s forces. Frequently, the entrance to the Field is decorated with wreaths of flowers in tradition, or offerings to the restless spirits - honoring those who gave their lives in the Months of Blood and the Revolution, for the freedom and prosperity of their home.&lt;br /&gt;
&lt;br /&gt;
Just a short distance south stands a building that has had many names - initially built as the Ouerean Colonial Administration building by the Nralakk-Sol government, briefly transformed into the seat of Overlord Yiztek, and then renamed again following the Revolution to the Synod of Scales, as the newly formed government of Ouerea took up residence there. The Founding District is filled with grand buildings, any one of which could have made a suitable seat for the newly-appointed Overlord - but so far, Overlord Zik’san has refused to name a proper seat, remaining instead in a modest home a short distance outside the city. While most of the Founding District consists of city or planetary government buildings, there is one exception. Looming over the skyline like a dagger aimed at Moghes, the Hephaestus Regional Branch Office - nicknamed by some locals as ‘the Titan’s Tower’ - is the center of the megacorporation’s operations on Ouerea, and is second only to the Skalamar office in importance to the corporation’s overall strategy in the Hegemony.&lt;br /&gt;
&lt;br /&gt;
Not all of New Skalamar is so picturesque, however. Around the city’s docks, immigrant workers and refugees from Moghes have settled - hoping to find work and prosperity. Many of them have been left to languish, however, with the slums of the Docklands being known as a hotbed of organized - and disorganized - crime and poverty. Frequent calls are made in the Synod to address this issue, but no solution has yet been reached. Clashes between the Ouerean locals and the Moghresian arrivals are common, and many fear that if something is not done for the Docklands, they will erupt into outright war.&lt;br /&gt;
&lt;br /&gt;
=== K&#039;rath ===&lt;br /&gt;
A short distance to the east of New Skalamar, K’rath lies on the edge of the sea, in the foothills of the K’rath Mountains. Surrounded by a wide swathe of coastal lowland, it is considered by many to be one of the most beautiful cities on Ouerea - the bottle-green and tropically warm waters of the Trizkizki Sea stretch towards the Horizon, and the snow-capped mountains rise just a short distance to the south. By its locals, it is considered a paradise city, and the tourism industry of K’rath has thrived since the end of the Contact War, with wealthy nobles and guildsmen of Moghes seizing the opportunity to get away from their ruined world and take in the beauty of Ouerea. &lt;br /&gt;
&lt;br /&gt;
The majority of K’rath’s residents are Unathi, with a large number of those wealthy enough to afford it having immigrated there following the end of the Contact War. During the days of feudalism on Ouerea, the region surrounding K’rath was quickly returned to the feudal way of life, with many of the farmers and fishers in the region suddenly finding themselves as serfs, with the rights they once held stripped away. The anger at this treatment, and at being forced to bow to the new lords of the region, exploded violently during the Revolution. Many of the nobility reigning over the K’rath region were executed by the rebels, and those who managed to escape now make up the core of the faction known as the Oldbloods - pointing to the killings carried out by the K’rath rebels as proof of the danger of Ouerean democracy.&lt;br /&gt;
&lt;br /&gt;
K’rath still bears scars from the Revolution, with many of its grander and more luxurious hotels and resorts being rebuilt from the fighting. However, the tourists have begun to visit again, and though many of the locals complain about how their city now caters to the same parasites they once drove out, the influx of foreign wealth has greatly accelerated the rebuilding efforts. Its proximity to the ocean has given K’rath a large Xiialt Skrell population, with a small and insular district referred to as ‘Little Nralakk’ having sprung up on the waterfront. Many of the locals have leaned into the strange reputation of their species, offering services to tourists such as ‘psionic fortune readings and ‘psionic healing’ - neither of which tend to involve any actual psionics.&lt;br /&gt;
&lt;br /&gt;
=== Um&#039;a&#039;yid ===&lt;br /&gt;
Um’a’yid lies on the western coast of the Trizkizki Sea, and is a major fishing port on Ouerea. It is home to the planetary guildhall of the Fishing League and has rapidly become one of the most prosperous chapters of the enormous guild. Since the beginning of the famine gripping the Hegemony, the Guild has brought in enormous amounts of labor from Moghes in order to expand fishing operations across the region. As Hephaestus Industries expands its aquacultural operations, it remains unclear as to whether or not the League will continue to keep its iron grasp on the city. &lt;br /&gt;
&lt;br /&gt;
The city is currently majority Unathi, in large part due to the numbers of peasant workers and guildsmen brought in to assist the guild in its food production efforts. Prior to the guild’s expansion into the city, however, the population was fairly evenly split between the planet’s three species. As the Fishing League only recruits Unathi as full guildsmen, much of the work available in the city to humans and Skrell is limited, usually for much lower pay - though some with backgrounds in xenobiology or environmental science have managed to secure prestigious advisory positions to the guild, and have been instrumental in the establishment of some of the guild’s existing aquacultural centers across Ouerea. &lt;br /&gt;
&lt;br /&gt;
For the rest, however, the most common work is on the city’s docks or as non-guild labor on fishing boats. The low pay of non-guildsmen has meant that many humans and Skrell have left the city in recent years, with many of them seeking similar work in the employ of Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
Following Hephaestus’s buyout of the Fishing League, however, the situation has changed, with the newly acquired subsidiary being required to pay its non-guild workers the same wage that a guildsman in the same position would earn. This has been instrumental in building goodwill towards Hephaestus among the city’s alien population - though many of the guildsmen resent their new employers for trivializing their difficulties in earning their position in the guild.&lt;br /&gt;
&lt;br /&gt;
=== Tr’ha’rem ===&lt;br /&gt;
Along the land bridge separating the Trizkizki and Riztizkzi Seas lies the city of Tr’ha’rem, a major shipping port on Ouerea. Nearly all cargo bound to and from Z’ek or Sahat passes through the city, and the massive tropical rainforests surrounding the city have proven very valuable for logging and farming. A spicy fruit known as kizau (A Sinta’Unathi word meaning ‘sweet sting’) is an extremely popular export from the city, which sees frequent use in Ouerean cuisine, being one of the rare foodstuffs to have proved equally popular among Skrell, humans and Unathi alike.&lt;br /&gt;
&lt;br /&gt;
Due to its position on the northern edge of the Ouerean equator, Tr’ha’rem is less hot and humid than most of the planet. This has made it a popular destination for non-Ouereans, as it is widely considered to be more livable. Tr’ha’rem is also home to one of the larger human communities on Ouerea - though colonists came from many different parts of Solarian space, largely in the employ of megacorporations, traveling halfway across the Spur is not something done lightly, and generally only by those with little to gain remaining on their homeworld. Perhaps it is unsurprising, then, that a large number of [[Mars|Martians]] wound up living and working on Ouerea, primarily in the employ of Hephaestus Industries. As its climate is more bearable year-round for humans, a great many of these workers dwell in Tr’ha’rem, with a district near the city’s docks being named &amp;quot;New Olympia&amp;quot; by its residents. The locals tend to view Hephaestus favorably and have bitter feelings towards the Solarian Alliance, which were only amplified by the Violet Dawn disaster of 2462. Though many of them have not seen Mars in decades, if at all, they still consider themselves as Martian as they are Ouerean, and many of the locals have donated extensively to relief efforts following the disaster.&lt;br /&gt;
&lt;br /&gt;
Due to its large human population, Tr’ha’rem often plays a key role in many human-centric political developments. Some of the earliest fires of the Ouerean Revolution were sparked in the streets of New Olympia, and since the establishment of the Confederation, it has been a key part of the campaign for human representation on the Synod of Scales. Though the Hegemony is unwilling to allow aliens to hold power over Sinta, the humans of Tr’ha’rem have fiercely agitated for at the very least an observer similar to that which the Skrell of Ouerea have. So far, this campaign has not been met with any official response, with the believed reasoning being very few humans have fully settled on the planet as the Skrell did, instead being there as megacorporate workers.&lt;br /&gt;
&lt;br /&gt;
=== Xrqii-Zek&#039;Qlip ===&lt;br /&gt;
A small settlement in the Z’ek Crater, the town of Xrqii-Zek&#039;Qlip (often abbreviated to Zek by non-Skrell)  is considered to be a gateway to a tropical paradise - for humans and Skrell, anyway. The humidity in the region is generally considered too much to bear for Unathi due to it causing embarrassing and frequent fungal infections of the scales. As such, there are very few Unathi inhabiting this region, though the warm and idyllic tropical waters are a perfect environment for Xiialt Skrell, who make up a majority of the small settlement’s population. &lt;br /&gt;
&lt;br /&gt;
Though briefly settled by Unathi at one point, with the village of Zek being the first settlement on the island, the constant humidity and scale infections led to most of the settlers rapidly leaving. Following their departure, the Nralakk Federation considered the use of the islands as an environmental research facility, and it was their surveying which led to the discovery of their ideal conditions for Skrell. Though the Federation decided against it, moving their efforts elsewhere, this was what attracted the second wave of settlers to come to the island. The Skrell that moved here would name their town after the original settlement in respect to the native Unathi who originally tried living here.&lt;br /&gt;
&lt;br /&gt;
The islands of the Z’ek crater are considered to be one of the wonders of Ouerea, looking like the archetypal island paradise. While most of the locals make their living largely off fishing or farming, the small town has seen a boom of late, as the Ouerean government wishes to further exploration into the Azareazi Sea to the south, which is still unsettled and not nearly as well-explored as the equatorial region of Ouerea. As Xrqii-Zek&#039;Qlip is the closest settlement, in recent years the town has become a frequent stopping point for researchers and supply shipments bound south, to various research bases.&lt;br /&gt;
&lt;br /&gt;
=== Sahhat ===&lt;br /&gt;
Far to the east of the Riztizkzi Sea lies the Sahhat Crater - a volcanic crater in the middle of the savannah. Aside from the grassland around it, the middle of the crater holds a large and very deep lake, branching off into unexplored underwater caverns. The beauty of the crater, and its warm yet not unpleasant waters, have led to it becoming something of a tourist destination, with the small town of Sahhat catering to the wealthy Unathi, humans and Skrell who come to visit. &lt;br /&gt;
&lt;br /&gt;
Originally, Sahhat was the site of the Sahhat Geographical Research Complex - a Nralakk Federation scientific outpost dedicated to understanding the unique biosphere of the underwater caverns of the crater. Following the Federation’s withdrawal from Ouerea, the facility stood abandoned, though it has since been reopened as a museum dedicated to the unique flora and fauna found in the caverns. &lt;br /&gt;
&lt;br /&gt;
A small settlement arose over time near the research base, as primarily Unathi settlers from the core of the colony ventured out to the region, and formed what is now the town of Sahhat. The town largely existed to support the research base, but the friendships built over many years between the two groups led to a few of the Skrell scientists choosing to remain on Ouerea when the Federation left. Now, Sahhat is a beautiful town, looming over the crater and descending down the cliffsides of the ancient volcanoes. It offers every luxury - fine food and drink from human, Skrell and Unathi culinary traditions, entertainment in its small yet thriving theatrical district, and the unique sights of diving into the crater itself and exploring the scenic underwater caverns. While this is a profitable industry, and usually divers are accompanied by a Skrell guide - every now and then a foolhardy tourist will dive into the crater’s water and never resurface. &lt;br /&gt;
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Likely, they simply got lost in the caves and ran out of oxygen. Some of the locals, however, whisper of something more sinister - an alien beast lurking in the depths of the Sahhat Crater, picking off tourists when it sees the opportunity. Though some have sought out to hunt whatever monster this may be, none of these parties have ever turned up anything, leading most serious scholars to conclude that the ‘Sahhat Leviathan’ is nothing more than a ghost story to sell souvenirs.&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=38594</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=38594"/>
		<updated>2026-02-23T23:09:17Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Moghes&lt;br /&gt;
|System = [[Uueoa-Esa]]&lt;br /&gt;
|Image = Moghes Planet.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Badlands|Badlands]]&lt;br /&gt;
|Capital = Skalamar&lt;br /&gt;
|Species = [[Unathi]], [[Diona]], [[Vaurca]]&lt;br /&gt;
|Languages = [[Languages#Unathi_languages|Sinta&#039;Unathi, Sinta&#039;Azaziba]]&lt;br /&gt;
|Demonyms = Moghresian&lt;br /&gt;
|Nation = [[Izweski Hegemony]]&lt;br /&gt;
}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
Moghes is the third planet from [[Uueoa-Esa]], the home planet of the [[Unathi]], and the capital of the [[Izweski Hegemony]]. Though at one point Moghes had a highly diverse ecosystem, much of the planet has been rendered a barely-habitable desert by the nuclear exchange known as the [[Contact War]]. Moghes is one of three inhabited planets in Uueoa-Esa, alongside [[Ouerea]] and [[Tret]]. Moghes was discovered in 2403 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
&lt;br /&gt;
==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes&#039; surface was an earth-like environment with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains ranges. Due to the large flat surfaces that make up Moghes, most of the planet experienced roughly the same variations in climate across the planet.&lt;br /&gt;
&lt;br /&gt;
In the modern day, Moghes is divided into two biomes - the lush Untouched Lands and the harsh [[The Wasteland|Wasteland]] formed from the regions desolated by the Contact War. The Wasteland is a largely barren desert dotted with the ruins of hundreds of pre-war settlements, with many areas still dangerously radioactive after decades. The Untouched Lands maintain their pre-war environments - but the massive ecological impact of the Contact War is beginning to have an impact on even these areas, as the Wasteland continues to grow.&lt;br /&gt;
&lt;br /&gt;
===Year and Seasons===&lt;br /&gt;
&lt;br /&gt;
A year on Moghes is 360 days divided into fifteen months with twenty-four days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts five months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it is completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts five months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh is considered a sign of slothfulness.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts five months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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====[[The Wasteland]]====&lt;br /&gt;
The Wasteland suffers from extreme fluctuations from the standard seasons. The Wasteland typically has average temperatures of 40 - 48°C near the equator with the highest recorded temperature being 52°C during Versakh, and these record temperatures plummet to -56.7 - 0°C in the northern and southern hemispheres. The majority of the Wasteland near the equator remains near 0 - 10°C during Kasavakh and rarely goes above freezing during Travakh, remaining near -12°C at average. Due to a lack of vegetation or topsoil the Wasteland also suffers from massive sandstorms. Wind speeds typically reach 92 km/h (57 mp/h). Unathi can only survive in temperatures -10°C to 42°C without suffering damage, which makes the Wasteland incredibly difficult to survive without specialized equipment.&lt;br /&gt;
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==Flora and Fauna==&lt;br /&gt;
Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years if nothing is done. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Current Izweski projects are focused on countering this phenomenon, and thanks to cooperation with the Hephaestus Industries Guild is very slowly, but steadily, reclaiming the wastes. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
==== Domesticated Fauna ====&lt;br /&gt;
===== Azkrazal (Threshbeast) =====&lt;br /&gt;
Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15 to 25 miles before needing to stop. &lt;br /&gt;
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===== Hegeranzi (Warmount) =====&lt;br /&gt;
Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for; a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi takes a long time to grow physically and emotionally. They reach the majority of their size by age 16 but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi, they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===== Eszkazal (Sprinter Beast) =====&lt;br /&gt;
The Eszkazal is a powerful predator, though thankfully a generally docile one. The Eskazal are carnivorous, quadrupedal reptilian creatures covered in tough scales, and with a terrifyingly powerful maw, not unlike those of Earth’s crocodilians. The Eszkazal can reach up to 110 cm (or 43 inches) in height and 220 cm (or 86 inches) in length, from the tip of their snout to the end of their short tail. perhaps the most terrifying thing about them, however, is the impressive speed they can reach, as Eszkazal hunt their prey by sneaking as close to them as possible, only to sprint at them, running at up to 115 km/h (a little over 70 mph) for a dozen of seconds.&lt;br /&gt;
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Strangely, however, the Eszkazal are also very passive when not hunting or feeling threatened, something that has allowed ancient Unathi to domesticate them. The oldest records of domesticated Eszkazal date back to the first Hegemony, though a lot was lost during the Contact War, and it is believed that Unathi had started domesticating them even before the time of the Kres&#039;ha&#039;nor. What is sure, however, is their use. Eszkazal, no matter the age, were and still are used by their Unathi owners as attack pets, either for hunting or for war. While they spend most of their day resting, very few can escape a sprinting Eszkazal, and none can get off their maw if they successfully bite.&lt;br /&gt;
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The Contact War has destroyed most natural Eszkazal habitats, and the species is now considered endangered, thus, the use of Eszkazal by law enforcers and the military has been extremely limited in modern times, and in truth more ceremonial than anything. Some nobles own Eszkazal as proper pets, and in most other cases, they are kept in reserves and closely monitored.&lt;br /&gt;
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===== Orszi (Swarm Fish) =====&lt;br /&gt;
The Orszi fish is perhaps the backbone of the average Unathi’s diet. Fish is an important part of classic Unathi cuisine all over Moghes, and in most cases, this fish is an Orszi. Meaning “swarm fish” when translated bluntly, the Orszi can be found anywhere in the Moghresian Sea and in huge numbers. The Orszi can reach sizes of up to 12 cm (or a little less than 5 inches) in length, and swim in banks of between 100 to 1000 individuals. As these small fishes found themselves surprisingly untouched by the Contact War and its consequences, they continue to find themselves in the meals of many Unathi all over Moghes, and often beyond as well. Post-Contact War forms of husbandry of fish thus generally use Orszi too.&lt;br /&gt;
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There is a bit of prestige, despite everything, given to the orszi fish because of its uses in the past. Before the Hegemony adopted the BSC, most trading was generally done through bartering, or using dried fish as fortune currency (and it still is the case in transactions among the lower class and more traditional corners of the Unathi home world.) In this economy, the dried orszi effectively became the poor Sinta’s currency and one that could be found in most transactions.&lt;br /&gt;
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===== Tul (Tusk) =====&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each foot and strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulder blades.&lt;br /&gt;
They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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==== Undomesticated Fauna ====&lt;br /&gt;
===== Siro (Shrieker) =====&lt;br /&gt;
The Siro, or Shrieker is one of the few remaining mammals alive that have not been affected negatively by the spreading Wastelands. Resembling a large bat with a huge ramming snout, they are almost completely blind except for their use of echolocation. Shriekers use two large wings to fly up into the air, then divebomb using two of the smaller wings to angle, and ram their blunt snouts into the prey to attempt to knock them unconscious and tear pieces of flesh off. While divebombing, they often make a shrieking noise to locate their prey with echolocation. Parents often arm their children with clubs and helmets when they leave the house, and some Unathi even make games of beating these large bats out of the sky.&lt;br /&gt;
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Siro have inspired Unathi engineers and scientists in many ways, from the wing design of the Izweski Behemoths to the ramming tactic often used in navy and space battles. They&#039;re also often one of the few good sources of meat for a Wastelander or hungry Unathi, although they often hold diseases.&lt;br /&gt;
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===== Otzek (Golden Prey) =====&lt;br /&gt;
Standing at around one meter in height(3 feet ) and 150cm in length (60 inches), Otzeks are quadrupedal reptilian herbivores that live in large nomadic herds. Famous for their curvy horns and yellow, gold-like scales. They were known to migrate about the great jungles of Moghes and were often the prey of most predators as well as Unathi hunters. Being so often hunted, Otzeks have evolved to reproduce at a remarkable rate to make up for their losses and maintain their herds. This has turned into an alarming issue after the Contact War.&lt;br /&gt;
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With many of their natural predators’ numbers like Plains Tyrants thinning, or going outright extinct, as well the growing wastelands forcing them to move to the Untouched Lands turned the Otzeks into a veritable invasive species, threatening the existence of other species, some often already endangered. The situation is getting so dire that some cities have taken to offering bounties to hunters for hunting Oteks.&lt;br /&gt;
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===== Stok (Lizard Monkey) =====&lt;br /&gt;
The stok, often referred to by humans as a ‘lizard monkey’, is a small bipedal reptile native to Moghes. Their scale coloration varies regionally but generally tends to be an orange-brown, likely to blend in with the trees of Moghes’ jungles. Stok are often used as test subjects by Unathi scientists due to their genetic similarity with Unathi, in a similar role to how test monkeys are used for human trials. Genetic data indicates that they may share a common ancestor with the Sinta’Unathi. Stok are small and agile, capable of climbing with remarkable speed and dexterity, and have been a long-lasting annoyance to Unathi in more heavily forested regions of Moghes, as they often will steal food if the opportunity presents itself. Small wild stok populations have also been found in urban areas, perhaps the offshoot of some merchant’s get-rich-quick scheme or a noble’s exotic pet years back. Historically, stok domestication is rare, though occasionally a wealthy noble has kept one as a pet. The theory that stok are an ancestor to the Sinta’Unathi may be reflected in religion, as one story of the Sk’akh church teaches that the Sinta’Unathi came to be when Sk’akh took three stok from the jungles and breathed a soul into each of them, one with each of their three heads.&lt;br /&gt;
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Stok are carnivorous and tend to hunt in packs. While they are small, they are intelligent and work together effectively. A key hunting advantage of the stok is its venomous bite, which can be potent enough to kill small animals rapidly. While stok bites are not dangerous to be a mortal injury to Unathi, they are described as being extremely painful, often for days after the initial wound. Stok are sometimes eaten by rural peasant clans, who will kill them to prevent them from hunting the clan’s fish, with their meat being rather tough and gamey. The stok is now nearly entirely extinct outside of the Untouched Lands, as those rare groups which survived the Contact War have been hunted to extinction by desperate Wastelanders.&lt;br /&gt;
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===== Skrazi (Plains Tyrant) =====&lt;br /&gt;
Of all the native fauna of Moghes, few are a more imposing sight than the Skrazi, or plains tyrant to non-sinta. It is an enormous bipedal lizard, reaching up to fifteen feet in height - reminiscent to some humans of the dinosaurs of ancient Earth. These beasts are apex predators within their environments, and their hunting grounds can span many miles. They are extremely territorial and will attack anything within their territory. Historically, hunting a plains tyrant has been reserved for the most daring, foolish, or plain suicidal Unathi, as the tyrant’s thick hide is all but impervious to most weaponry of the ancient Sinta before the discovery of gunpowder. These mighty predators dwelled across much of Moghes prior to the Contact War, but now they are almost extinct. Centuries of hunting and seeking to drive them out from the Hegemony has done its job all too well, as they are near-unseen outside of captivity in the Untouched Lands - and with the Contact War, much of their habitat has been turned to radioactive dust.&lt;br /&gt;
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With little prey left for them to eat, few survived upon the irradiated sands of the Wasteland, with those that do largely remaining near the border of the Wasteland, where threshbeasts and the occasional Unathi served as a meal. The last recorded sighting of a Plains Tyrant in the Wasteland was in 2452, when a scout of the Clan Dorviza reported seeing a wounded tyrant bellowing at the northern edge of the Wastes, and wandering into the ruins of Dead Guzari. Regardless, Izweski ecological projections indicate that, should the damage not be reversed, the once-revered plains tyrants may be extinct outside of captivity within years. Many ancient superstitions venerated the plains tyrants, with some prehistoric branches of Th’akh having viewed them as the mortal form of spirits. While this belief is not held by modern Unathi, many ancient Th’akh artworks will ascribe the features of a plains tyrant to the spirits they venerate. Today, they are viewed as mighty beasts, but no more than that - though some priests and shamans still believe that a plains tyrant’s presence is an omen of disaster or glory to come. Some plains tyrants have made it off-world, largely due to a combination of smugglers and ecological preservation efforts. A few specimens are kept in stasis on the IHSS Restoration, in case the species requires repopulation, and some eggs have been smuggled off-world by particularly bold criminals, though this practice has stopped following the Contact War. These smuggled plains tyrants do not lead pleasant lives, as they are often sold to criminal organizations for use in illicit fighting pits - or as a particularly gruesome method of disposal for an enemy. While some nobles have, throughout history, attempted to raise plains tyrants from birth as their personal weapons, none have succeeded. Many songs and stories have been written about these foolish Unathi, which usually end with them being eaten. Though they are feared, they are also respected, with many Unathi mourning their near-total extinction.&lt;br /&gt;
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=== Flora ===&lt;br /&gt;
===== Tehthzekziki Leaves (Teht Mint) =====&lt;br /&gt;
As the name suggests, Teht mint originates from the area surrounding Teht and the southern coast of the Moghresian Sea. Technically unrelated to Earth mint, the name stuck after Human diplomats coined the term during a visit shortly after the first contact around 2404 as they had a bit of a hard time pronouncing the original name: Tehthzekziki Leaves. In the wild, Teth Mint actually are closer to small black roots than anything else, with bits coming out of the ground during Versakh and Kasavakh, exposing the blue-green mint leaves. These leaves can be gathered when exposed and used in various meals. Though the carnivorous Unathi obviously do not get any nutrition from these leaves, they can still use them to accessorize their meals, these leaves providing a cool sensation and a slightly sweet aftertaste; not unlike Earth mint, hence the name human diplomats gave it.&lt;br /&gt;
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Teht mint was always rare and expensive. Tehthzekziki roots are surprisingly fragile, they require perfect conditions to offer the best kind of leaves, ones fit for consumption with the most taste. Pulling out leaves wrong can also gravely damage the plant and drastically harm its productivity, hence why harvesting the leaves for a living has always been extremely difficult. Only a handful of clans around Teht managed to find ways to reliably harvest and sell them. These few clans kept their ways secret in order to ensure that only they would handle the mint market. The expensive leaves would generally, then, be bought and consumed by powerful clans and other wealthy individuals mostly, these were a form of luxury, mostly.&lt;br /&gt;
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The nuclear exchange of the Contact War did not directly hit Teht, but the fallout made the soil where the mint was harvested turn too inhospitable for the fragile root. The market for Teht mint very quickly collapsed as their harvesting pretty much stopped entirely mere months after the nuclear exchange. Nowadays, Teht Mint is no longer harvested, and the very rare roots found in the wild tend to be unhealthy, and their leaves unedible. In exchange for a sum to save themselves, Tehthzekziki leaves harvesting clans offered what seeds they had left to the Hegemony. To this day, the last of the Teht Mint root seeds are stored in a secure location by the Hegemony, waiting for the time when they will be able to flourish and be harvested once more.&lt;br /&gt;
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===== Xuizi Cactus =====&lt;br /&gt;
The xuizi cactus is a widely grown plant across Moghes, originating in the deserts of what has now become the Northern Wasteland. Its cultivation dates back millennia, to the earliest days of Unathi history, as it is the source of the commonplace Unathi alcohol, xuizi juice. It is believed that ancient Unathi hunter-gatherers first discovered the alcoholic nature of the cactus, and while they originally would eat it raw, a method of farming was discovered as Unathi began to transition into permanent settlements. The cacti are peeled, stripped of their thorny skin, and then boiled in a small amount of water. As butanol’s boiling point is higher than that of water, this process causes most of the water to evaporate while leaving the butanol-heavy juice of the cactus for drinking. While it is edible, the flesh of the cactus is very tough and fibrous, which makes eating it non-ideal, as Unathi cannot properly digest the vegetable matter. However, the juice has become a common component in Unathi dishes, eaten by nobles and commoners alike. &lt;br /&gt;
&lt;br /&gt;
Xuizi farms can be found all over the Untouched Lands and Ouerea, as the juice is consumed just about anywhere where there are Unathi. It is frequently exported by the Merchants’ Guild, as xuizi farming outside of Moghes and Ouerea remains rare. While a few hydroponics bays for growing xuizi have been established in Unathi communities on Biesel and Valkyrie, many local Unathi bars and restaurants take pride in advertising their drinks as ‘made with real Moghresian xuizi’. Xuizi has also been used in the creation of several new drinks and dishes, in a fusion of human and Unathi cuisine. Xuizi is also often exported to the Empire of Dominia, as the cold climates of Moroz are unsuited to growing the cacti and the Unathi population has a high demand for butanol-based drinks.&lt;br /&gt;
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===== Sarezhi Berries =====&lt;br /&gt;
These small, tart-tasting lilac berries are native to the Izweski Heartland, where they have been farmed since the days of the Sarakus Hegemony. While they are inedible to Unathi, when lightly fermented they produce the delicacy known as sarezhi wine, favored among Unathi nobility. As the Heartland was mostly untouched by the Contact War, sarezhi berries have continued to be grown in the region, as well as on Ouerea, where the lush environment has taken well to the cultivation of the berries. Growing on small and prickly bushes, the berries are fermented for a short period, as fermenting them for too long is said to ruin the flavor. Over-fermented sarezhi produces a harsh and sour-tasting spirit, which is often sold cheaply to peasants or Guwan if an apprentice winemaker ruins a batch.&lt;br /&gt;
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Surprisingly, sarezhi wine has become somewhat popular with humans, as many enjoy its sweet taste and (by human standards) low alcohol content. While the cultivation of the berries and the specific fermenting process required to make the wine beloved by the nobility are closely-guarded secrets of the Winemakers’ Guild, it is purchased by the Merchants and exported en masse to nations such as the Republic of Biesel or Empire of Dominia, where the local Unathi population will gladly pay extortionate prices for a taste of home.&lt;br /&gt;
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===== Gukhe Bloom =====&lt;br /&gt;
A species of algae found primarily in the rivers of the Southlands, gukhe is known for its strong spicy flavor. It has been traditionally used in regional dishes for centuries and has caught on across Moghes thanks to the traders and sailors of the Southlands. Traditionally, the algae blooms are dried out and ground into powder, which is then used as a seasoning. Many Unathi dishes make use of gukhe extract as a source of heat or flavor, and aliens eating gukhe-based cuisine may often find it painfully spicy.&lt;br /&gt;
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In the modern age, gukhe blooms have spread beyond their natural habitat in the Southlands. The seas and rivers of Ouerea proved an ideal environment for the cultivation of the algae, and the colony is now home to most of the gukhe production in the Spur. It has also taken root in the Free City of Vezdukh, on the planet Mictlan, as the humid environment of that world has proven perfect for gukhe cultivation, and the cuisine of the planet’s pre-existing human population blended well with the introduction of the alien plant. Several unique dishes have arisen from the introduction of gukhe to Mictlan, hybrids of Unathi and human cuisine.&lt;br /&gt;
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===== S’erki Flowers (Rock Petals) =====&lt;br /&gt;
The S’erki Flowers (S’erki meaning “Rock Petals” when translated roughly) are hardy mountain flowers that tend to grow on the many peaks of the Tza Prairie. They can be recognized easily thanks to their bright colors, with the petals of the male flowers bearing shades of orange, while the females’ are shades of purple. The S’erki flowers are rare, cannot really be used in agriculture with them only growing high up in mountains, and in truth hold next to no interest nutritionally. Yet, they have become a symbol, especially to Tza Locals.&lt;br /&gt;
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These flowers are mostly known for their use in art as pigments. Their bright colors have become synonymous with Tza paintings, and are so enjoyed in fact, that some from abroad have even taken to importing these flowers, if not going there and doing the harvesting themselves. Beyond their beauty, it is the sheer effort required to climb the mountains, locate, and harvest the flowers that make their use almost prestigious.&lt;br /&gt;
&lt;br /&gt;
===== Aghrassh Tree =====&lt;br /&gt;
The Aghrassh tree is a plant native to the Ouerean savannah, known for growing a small brown nut. Aghrassh nuts have a mild taste, and no nutritional value to Unathi - but one of their constituent chemicals acts as a natural preservative, which has given them some utility in creating field rations for Izweski warriors. They are usually ground into a fine paste and mixed with ground fish and spices if available, before being baked into small, hard cakes. These cakes will keep a long time and are often sought out by those brave or foolish enough to enter the Wasteland, as easily-preserved food can be the key to survival upon the harsh sands. The Aghrassh cake has become the standard field ration of many nobles’ personal forces across Moghes, and many seasoned Unathi warriors can be heard complaining about them wherever Hegemony troops can be found.&lt;br /&gt;
&lt;br /&gt;
Aghrassh trees are widely farmed across Ouerea, and shipments of the resulting cakes and nuts are regularly taken to Moghes, though production has been stretched thin due to the ongoing famine. Aghrassh cakes can also be found on many pirate ships, seized from Hegemony military or civilian vessels.&lt;br /&gt;
&lt;br /&gt;
===== S’th Berries =====&lt;br /&gt;
Aside from their scientific name, these had always, simply been called berries by S’th locals, and S’th berries by foreigners. These bright red berries grow from vines that generally hang from trees, or even buildings if they are allowed to grow, though locals tend to cut them in these cases, unlike the people of Bandr who let their own vines grow wherever in their city. These berries grow during Versakh and are generally ready for harvest by the end of the season. Tasting sweet and crunchy, they’re a favorite of hatchlings roaming the streets of the city, looking for berries to find here and there, and are otherwise used to accessorize various meals, generally desserts.&lt;br /&gt;
&lt;br /&gt;
These berries can also be processed for other uses. S’th berries marmalade is a very popular treat in the region, and rumors say that its recipe is a secret only known to women. In other cases, these berries can also be treated and fermented in order to produce S’th wine. The result being an ethanol-based drink, and thus toxic to Unathi, it has rarely been produced. Though, since the First Contact and the prospects of exporting these to an alien public that might enjoy it, entire vineyards have recently been constructed, though the wine itself has yet to hit the interstellar market in a meaningful way.&lt;br /&gt;
&lt;br /&gt;
== Regions of Moghes ==&lt;br /&gt;
&lt;br /&gt;
=== [[Tza Prairie|The Tza Prairie]] ===&lt;br /&gt;
&lt;br /&gt;
The Tza Prarie, also known as the Th&#039;akh Heartland, is a mountainous region lying to the north of the Moghresian Sea. The surrounding mountain range has protected the Prairie from many of the effects caused by the nuclear exchange of the Contact War, and for most of history has been a shield against outside invaders, war, and conflicts that otherwise would have spilled over into the region. The Tza Prairie is majority Th&#039;akh, and is believed to be the original birthplace of the faith by historians. It is ruled by [[Notable_Unathi#Azui_Hutay&#039;zai,_Overlord,_Lord_of_the_Wastes,_and_Izweski_Master_of_Rivers|Overlord Azui Hutay&#039;zai]], from the city of Kutah.&lt;br /&gt;
&lt;br /&gt;
=== [[Izweski Heartland|The Izweski Heartland]] ===&lt;br /&gt;
&lt;br /&gt;
Stretching along the northern coast of the Moghresian Sea, the Izweski Heartland has been the center of the Izweski Hegemony&#039;s power for centuries. Thanks to Izweski anti-air and missile defense systems, this region was almost entirely unscathed by the Contact War - a fact which has led to hordes of refugees attempting to find shelter from the harsh Wasteland there. The Heartland is majority Sk&#039;akh, having been the stronghold of the Church throughout history. In the modern day, the Heartland is the most populous and influential region of Moghes - home to the Izweski clan themselves. Though the Hegemon rules from the Heartland, its management is the responsibility of &#039;&#039;&#039;Overlord Trikzara Sirax&#039;&#039;&#039;, who rules from the city of Skalamar.&lt;br /&gt;
&lt;br /&gt;
=== [[Southlands|The Southlands]] ===&lt;br /&gt;
&lt;br /&gt;
A large region on the southern side of the Moghresian Sea, the Southlands are a wealthy and prosperous region of the Hegemony - though one frequently gripped by unrest. A cosmopolitan society, it is divided fairly evenly between the Th&#039;akh and Sk&#039;akh faiths - though in recent years, the revolutionary ideals of the Si&#039;akh faith have begun to take root there, as many of the local workers grow increasingly dissatisfied with their lot in life. The Southlands have long been a hotbed of labor disputes, with the organization known as the Hearts of Industry having its roots there - though following Hephaestus&#039;s rise to power, many of their number have abandoned the guild or fled to Ouerea. The Southlands are ruled by &#039;&#039;&#039;Overlord Rokasi Miazso&#039;&#039;&#039;, a bold and charismatic Unathi known to many as something of a warrior-poet, from the city of Jaz&#039;zirt - though his clan has long been a bitter rival of the Sarnac clan, who reign in Razir.&lt;br /&gt;
&lt;br /&gt;
=== [[Zazalai Mountains|The Zazalai Mountains]] ===&lt;br /&gt;
&lt;br /&gt;
Spanning nearly the entirety of Moghes, the Zazalai Mountains have long been a position of strategic import, acting as the Hegemony&#039;s greatest border against the various nations of the east. In the modern day, they act instead as a border against the spreading Wasteland, and many small towns and villages of the region have become ghost towns due to the ecological ruin of the War. There is no current Overlord of Zazalai, as the Hegemon has not yet seen fit to appoint one, leading to a status quo where the major lords of the region are left to their own devices. The people of Zazalai are as resilient and steadfast as the mountains they call their home, with their society for centuries built around the ideals of defending the Hegemony to the last man - and now that the Hegemony&#039;s foes are finally destroyed, much of their way of life is left without a purpose.&lt;br /&gt;
&lt;br /&gt;
=== [[Broken Coalition|The Broken Coalition]] ===&lt;br /&gt;
&lt;br /&gt;
Located along the southeastern borders of the Wasteland, the Broken Coalition was once the heartland of the Azarak Kingdom - the most powerful nation of the Traditionalist Coalition. With the ending of the Contact War, the Azarak clan were eradicated, and their surviving cities placed under harsh martial law. Of all the regions of Moghes, the Broken Coalition has suffered the worst from the spreading Wasteland, and the bitterness of those who served the Azarak still lingers nearly two decades after the war&#039;s end. Currently, the Broken Coalition is ruled by &#039;&#039;&#039;Lord-Governor Razkara Gwarlza&#039;&#039;&#039;, the Izweski-appointed governor of Darakath - though many of the local nobility despise and resent him.&lt;br /&gt;
&lt;br /&gt;
=== [[Torn Cities|The Torn Cities]] ===&lt;br /&gt;
&lt;br /&gt;
Formerly known as the Kopesk States, the Torn Cities were a collection of theocratic city-states along the western coast of the Moghresian Sea. Ruled over by an order of shamans known as the Storm Heralds, the Kopesk States aligned themselves with the forces of the Traditionalist Coalition during the Contact War - a mistake which would see their ruin. Following their surrender, the ruling shamans were stripped of their power, replaced with Izweski-appointed governors sent to keep order and integrate the now-humbled Kopesk lands into the Hegemony. As the Torn Cities bowed, the Sk&#039;akh Church sought to spread their own faith in the region now that the power of the Heralds had been broken - though so far, they have had little success, and the beliefs of Kopesk Th&#039;akh remain firmly intact - with whispers emerging in recent years of a new prophet rising with promises to restore the shamans&#039; rule of the Torn Cities. The Torn Cities are ruled from the city of Tak by &#039;&#039;&#039;Lord-Governor Azkohi Jakhar&#039;&#039;&#039;, a young Heartland nobleman who believes that his position grants him a chance to impress the Hegemony&#039;s mightiest - but who knows little of the people he has been tasked to keep in line.&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Unathi_Culture&amp;diff=38593</id>
		<title>Template:Unathi Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Unathi_Culture&amp;diff=38593"/>
		<updated>2026-02-23T23:08:27Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background-color:#007A00;padding:1px; margin-bottom: 1px;color: black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;This wiki page is currently behind the Sinta Cultural Update&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Information may be outdated, lacking or unsatisfactory. For any discrepancies, contact the Sinta Lore team.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Unathi]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
For usage by the Unathi Loreteam to label pages under certain lore projects.&lt;br /&gt;
To add the template to a page simply write:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Unathi_Culture}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This will give the following result:&lt;br /&gt;
&lt;br /&gt;
{{Unathi_Culture}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Unathi_Culture&amp;diff=38592</id>
		<title>Template:Unathi Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Unathi_Culture&amp;diff=38592"/>
		<updated>2026-02-23T23:01:55Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background-color:#007A00;padding:1px; margin-bottom: 1px;color: black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;This section or article is related to the Sinta Cultural Rework.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Information may be incomplete or out of date. For any discrepancies, contact the Sinta Lore team.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Unathi]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
For usage by the Unathi Loreteam to label pages under certain lore projects.&lt;br /&gt;
To add the template to a page simply write:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Unathi_Banner&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;type=Cultural Rework}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This will give the following result:&lt;br /&gt;
&lt;br /&gt;
{{Unathi_Banner&lt;br /&gt;
type=Cultural Rework}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Unathi_Culture&amp;diff=38591</id>
		<title>Template:Unathi Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Unathi_Culture&amp;diff=38591"/>
		<updated>2026-02-23T22:56:55Z</updated>

		<summary type="html">&lt;p&gt;Lent23: Created page with &amp;quot;&amp;lt;div style=&amp;quot;background-color:#007A00;padding:1px; margin-bottom: 1px;color: black&amp;quot;&amp;gt;  &amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;This section or article is related to the Sinta {{{type|None}}}.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; &amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Information may be incomplete or out of date. For any discrepancies, contact the Sinta Lore team.&amp;lt;/p&amp;gt;  &amp;lt;/div&amp;gt; Category:Unathi Category:Lore Category:Species &amp;lt;noinclude&amp;gt;  ==Usage== For usage by the Unathi Loreteam to label pages under certain l...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background-color:#007A00;padding:1px; margin-bottom: 1px;color: black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;This section or article is related to the Sinta {{{type|None}}}.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Information may be incomplete or out of date. For any discrepancies, contact the Sinta Lore team.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Unathi]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
For usage by the Unathi Loreteam to label pages under certain lore projects.&lt;br /&gt;
To add the template to a page simply write:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Unathi_Banner&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;type=Cultural Rework}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This will give the following result:&lt;br /&gt;
&lt;br /&gt;
{{Unathi_Banner&lt;br /&gt;
type=Cultural Rework}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=37388</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=37388"/>
		<updated>2025-09-05T22:29:43Z</updated>

		<summary type="html">&lt;p&gt;Lent23: /* The Guwan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Izweski Hegemony]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Hegemonic guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
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[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
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==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
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All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
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&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
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&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
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&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
&lt;br /&gt;
Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
&lt;br /&gt;
Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
&lt;br /&gt;
Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
&lt;br /&gt;
Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Unathi Culture==&lt;br /&gt;
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=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
&lt;br /&gt;
Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to use their own sayings, proverbs, and similar speech in other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, the sexes are so closely tied to their roles in society that words for &amp;quot;man,&amp;quot; &amp;quot;male,&amp;quot; and other parrot words are practically synonymous with &amp;quot;warrior.&amp;quot; The same is said for words like &amp;quot;woman&amp;quot; and &amp;quot;female&amp;quot; with &amp;quot;healer.&amp;quot; Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
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Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
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Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
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Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
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Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
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Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
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Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
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Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
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Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
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Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
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Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
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Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
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Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
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Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
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Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
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Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
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Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
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Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
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Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
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Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
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Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
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Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
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Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
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(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
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Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
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Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
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A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
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Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
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Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
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Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
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More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
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When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
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Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
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By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
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By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
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Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
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Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
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The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
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==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
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=== Unathi Fashion and Make-up ===&lt;br /&gt;
&lt;br /&gt;
Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
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==== Unathi Fashion ====&lt;br /&gt;
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Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
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Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s horn) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
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==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi make-up&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===== Cosmetics =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Hegemonic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
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===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
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The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
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Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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== Unathi Sociality and Society ==&lt;br /&gt;
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=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
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Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
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Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
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Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
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For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
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Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
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=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
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For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
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When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
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Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
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=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Healer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have been recognized as warriors and succession is patriarchal. It is not uncommon, however, for their expressed gender to contrast what is officially recorded by the church; for example, Hegemon Ayzi Sarakus was unofficially seen as a fisher to their confidants and trusted allies. Using various methods, they and others like them have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
&lt;br /&gt;
In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
&lt;br /&gt;
In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
&lt;br /&gt;
In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
&lt;br /&gt;
Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
&lt;br /&gt;
Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
&lt;br /&gt;
Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
&lt;br /&gt;
On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Corruption within the Gender Culture ===&lt;br /&gt;
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While seen from the outside as a relatively progressive development, the fluidity of Unathi gender roles combined with the rigid feudal hierarchy of noble lords and clan leadership presents a wide variety of opportunities for exploitation and abuse. These vary in measure, legally and morally, and if pressed those within positions of power will publicly denounce such practices as dishonorable. However, it’s an open secret that a significant number of the ruling class use these tactics to a greater or lesser degree to ensure their dynasties and interests are protected. &lt;br /&gt;
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&#039;&#039;&#039;Heirs and Succession&#039;&#039;&#039;&lt;br /&gt;
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Arguably one of the most crucial considerations of any noble lord or clan leader, the designation of an heir demands intervention when the current candidate is unwanted or unfavorable. The means by which this is accomplished vary from region to region, but leverage of gender is a widely adopted tactic.&lt;br /&gt;
&lt;br /&gt;
*In areas under Izweski rule, succession is patriarchal and the eldest warrior child is traditionally designated heir apparent. Should the natural choice be undesirable it is a common though unspoken practice to cultivate a preferred alternative. If the distinction is made early enough in life, clan heads will attempt to remove older children from succession by enrolling them in education and apprenticeships for healers and fishers. Betrothal contracts can also be drafted which misgender, or pre-gender, a child. Often in negotiation of these matches, care is taken to ensure the other clan’s name is taken and rights of inheritance are explicitly waived. Objection by the child or refusal to uphold the betrothal can be punishable by exile, leaving them few options.&lt;br /&gt;
&lt;br /&gt;
:If the desired heir does not show sufficient martial prowess, clan leaders can hire combat mentors and may stage public duels where the outcome is predetermined. The opponents in these matches are skilled actors as much as they are combatants, and will shout, bluster, and make oaths to the Warrior and their ancestors before the fight begins to enhance the drama and importance of the duel. They can then expertly claim a believable defeat from even the most inept novice. The most talented of these actors, unofficially referred to as &#039;&#039;hoax-hides&#039;&#039;, are well known in certain noble circles and are paid handsomely for their craft and discretion, and will avoid working in one location for too long to prevent being exposed.&lt;br /&gt;
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*In predominantly Sk’akh regions, legal authority over one’s recognized gender is regulated by the Church. Less scrupulous priests can be bought or persuaded to induce or prevent a change of gender. Some exceptionally lazy or cruel clan leaders will simply fabricate a reason to mark a child as guwandi, stripping them of their clan and gender, and sentence them to exile. This can have unintended consequences however, as the action can be contested within the jurisdiction of the Clan&#039;s local Lord and harsh penalties are imposed for cases in which it can be proven the exile was baseless.&lt;br /&gt;
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*In rural or Th’akhish regions like Tza’an, where the realities of clan survival often take precedence over custom, succession is tied less to gender and more with ensuring healthy children and a robust, able-bodied family. Yet even though harsher, rural life creates greater consequences for meddling in succession, there are still those who will risk much to improve their standing. Leadership typically passes to elder warriors unless they are deemed unfit. If a proposed heir’s existing or planed union would be unlikely to produce offspring then they will often be passed over for a more favorable candidate. A common tactic is to raise concerns regarding an heir’s ability to protect their clan or cast doubt on their health or virility. More recently, there have been recorded examples of unwelcome heirs being assigned to patrols in the wastes in hopes that exposure and radiation will lead to clear signs of weakness and that they might be removed from possible consideration. These schemes are not only dishonorable but also detrimental to the health of the clan and are punished harshly if discovered.&lt;br /&gt;
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A number of Unathi communities that are technically no longer part of the Hegemony still cling to a hierarchical clan structure and the succession of leadership will sometimes be decided by traditional methods. Some details may differ, but it is not uncommon to see similar tactics as those in the Hegemony used to influence succession and other clan decisions. &lt;br /&gt;
*In the Queendom of Sez-Hakh, for example, succession is matriarchal and falls to the eldest healer child. Due to the necessities of survival after the Contact War the lines separating genders have blurred significantly but abuse of gender culture still occurs. Though aging, Queen Lazak still rules with considerable power and her wishes are reflected in the attitudes of the ruling ladies. Stigma against warrior rule continues to linger and advocates of greater warrior influence are quietly stifled.&lt;br /&gt;
*Communities that have more exposure to human influence tend to allow for all three genders in the rules of succession and gaming the system in these instances requires more finesse. For instance, it&#039;s generally accepted that a warrior is the preferred clan leader during wartime. If a clan leader wished for their warrior child to succeed them, they may initiate a clan war or blood feud prior to stepping down and allowing their warrior children to ascend. The reverse can also be true, and a clan leader might reach out to rivals to begin talks of reconciliation before stepping aside for healer or fisher claimants.&lt;br /&gt;
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&#039;&#039;&#039;Contracts and Customary Law&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deep ties gender has within Unathite culture can also be exploited when resolving contracts and disputes. Often this can take the form of discrediting someone’s suitability for a job, an inferred inability to complete work, and breaches of contract where gender is pertinent. Contract manipulation is common and Mazjivsa scribes are customarily retained to ensure proper resolution where possible. They are familiar with popular ploys to either nullify contracts or collect compensation for failure to fulfill obligations and other violations.&lt;br /&gt;
&lt;br /&gt;
One particularly infamous case is widely taught to new scribes during apprenticeship; a contract was created to provide a lord with twenty skilled fishers (engineers) for the construction of new perimeter walls around his compound. Once the crucial process of sinking the foundations and construction of the lower levels was done, progress on the project began to slow and then cease as the fishers were constantly arguing, accusing one another of sabotaging their work, insulting their clan, and myriad other minor slights which climaxed in a spontaneous battle; one worker dead, and two with serious injuries. The lord claimed “they were clearly better suited to spears than tools,” and demanded that the contract be nullified and that half of what he paid be returned in addition to punitive payments stipulated in the contract for the breach. Initially the restitutions were made and the construction of the walls was finished by the lord’s own specialists. It wasn’t until later when a Zo’kaa investigated the incident that the funds were returned and the Lord’s involvement was made known. Under contract from the construction guild, the Zo’kaa uncovered the reason for the change in the fishers’ attitude; an agent, part of the twenty fishers from the guild, had been paid to bring the workers under scrutiny. Once work on the base of the walls was complete, the rest was markedly simpler and cheaper. The lord would have paid less than half the agreed upon amount in the end. Diligent scribes will formalize contract specific processes to resolve potential gender related breaches but this relies on the skill of the scribe hired and is by no means a complete solution.&lt;br /&gt;
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Other examples of contract manipulation include marriage and betrothal contracts. These contracts often stipulate the genders of the couple and allowances made for surrogates of children, the “Marriage Price”, and additional considerations. If the gender of one party shifts, either naturally or by design, the contract can be nullified and recompense paid.&lt;br /&gt;
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&#039;&#039;&#039;Mazjivsa Manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These scribes, predominantly fishers, are trained to provide counsel in matters of contract negotiation and resolution. Since the collapse of the Mazjivsa guild and the removal of its oversight, some unathi declare themselves Mazjivsa without the proper training and are exiled if discovered. This precarious position can be exploited, and some scribes will find their gender scrutinized if someone stands to gain from the lack of their guidance and expertise.&lt;br /&gt;
A well-known example of this occurred in Skalamar, 2466; a Mazjivsa of clan T’szel was contracted to review agreements made between a local lord and his client. He would not be bought and so the lord began claiming T’szel was an illegitimate scribe and fraud. Enraged, the Mazjivsa demanded a duel so that he might defend his honor. Surprisingly, he was able to draw first blood against one of the lord’s sons, but his victory was used as proof that he was more warrior than fisher. The lord succeeded in having him removed from the contract negotiation, although he was spared exile.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
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Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
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Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
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Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
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=== Religion and Spirituality ===&lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
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==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
&lt;br /&gt;
==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
&lt;br /&gt;
It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
&lt;br /&gt;
=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
&lt;br /&gt;
Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Physiognomy ===&lt;br /&gt;
&lt;br /&gt;
Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
&lt;br /&gt;
The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
&lt;br /&gt;
== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Izweski Hegemony and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Hegemonic government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&#039;&#039;See also: [[Izweski Hegemony]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kinds of major lifestyles in the Izweski Hegemony. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
&lt;br /&gt;
=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
&lt;br /&gt;
{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. Guwan are not full citizens of the Hegemony but are considered residents, which additionally bars them from many services.&lt;br /&gt;
&lt;br /&gt;
Upon being declared Guwan, a Unathi is legally stripped of their gender and is not permitted to work in traditional warrior, healer or fisher fields. On documentation coming from Moghes, the &amp;quot;gender&amp;quot; section is generally left blank to reflect this, though in alien spaces the gender is listed as &amp;quot;Neuter&amp;quot; or filled in with an X. Guwan pronouns are strictly listed in neuter terms, and Guwan are legally only permitted to use it/its pronouns. Those that are hiding their status as Guwan are not required to conform to this standard and will often overcompensate their gender presentation in order to continue hiding their identities hidden. &#039;&#039;&#039;Both the limitation on gendered work fields and the usage of pronouns are enforceable by moderation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that its survival depends on the safety of the Hegemon and his family, which means that it wouldn&#039;t try to launch a coup or replace the Hegemon without itself being slaughtered. Similar to an old-Terran Janissary, it&#039;s a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:_Evandorf&amp;diff=37212</id>
		<title>Sandbox: Evandorf</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:_Evandorf&amp;diff=37212"/>
		<updated>2025-08-24T16:26:23Z</updated>

		<summary type="html">&lt;p&gt;Lent23: /* Corruption within the Gender Culture */&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = [[Uueoa-Esa]]&lt;br /&gt;
 |World = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = [[Izweski Hegemony]]&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;&#039;Unathi&#039;&#039;&#039; (direct plural: Unathi – You-NAWH-thee both singular and multiple) (adjective: Unathite - You-NAWH-thit) are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies, names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Hephaestus presence.]]&lt;br /&gt;
&lt;br /&gt;
Religion and spirituality play a major role in a Unathi society, and religious differences are the main dividing factor. Conflict between the [[Sk&#039;akh|Sk&#039;akh Church]] and the various [[Th&#039;akh]] faiths of Moghes, as well as the various [[Aut&#039;akh|communes]] and [[Si&#039;akh|cults]], have caused conflict and wars between the Izweski Hegemony and the kingdoms that eventually comprised the Traditionalist Coalition. This conflict hit a peak when they entered the intergalactic stage, which is now known as the [[Contact War]]. After this conflict, some Unathi fled the planet through Hephaestus or NanoTrasen shuttle ports. Unathi fleeing to megacorporations like NanoTrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy. However, others are slipping through the cracks and becoming slavers, raiders, or pirates. As the ability for spaceship construction increases in the Unathi home system, so too does space piracy and smuggling.&lt;br /&gt;
&lt;br /&gt;
Moghes has two different biomes after the Contact War. The fertile Untouched Lands with its great jungles, vast swamps, and lush forests; all of which are protected by massive terraforming equipment kept secure by the Hegemony&#039;s wealth and power. Contrast to that are the bombarded Wasteland kingdoms in the ashes of plains and forests, burnt into a massive planet-spanning desert rampant with [[The_Wasteland#Clan_.22Gawgaryn.22_-_The_Punished_Clans|punished kingdoms raiding to survive]] and [[The_Wasteland#The_Reclaimers|part scavengers living in cities on treads]].&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
* [[Head of Security]]&lt;br /&gt;
* [[Chief Medical Officer]]&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
* [[Corporate Liaison|Consular Officer]]&lt;br /&gt;
* [[Corporate Liaison]] - [[NanoTrasen]], [[Hephaestus Industries]], [[Zavodskoi Interstellar]] ([[Unathi in Dominia|Dominian Unathi]] only), [[Private Military Contracting Group]] (Dagamuir Freewater Private Forces only), [[Orion Express]]&lt;br /&gt;
&lt;br /&gt;
The following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be Heads of Staff: [[Aut&#039;akh]], Guwan, and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Due to their criminal backgrounds, the following groups &#039;&#039;&#039;cannot&#039;&#039;&#039; be played in the Security department: Guwan and Gawgaryn of [[The Wasteland]].&lt;br /&gt;
&lt;br /&gt;
Outside of consular officers, command characters should not be of the same clan as any notable lords of the Hegemony. The most prominent clans, such as those of Overlords and the Hegemon himself, are off-limits for command.&lt;br /&gt;
&lt;br /&gt;
===Megacorporate Relations===&lt;br /&gt;
&lt;br /&gt;
Prior to 2465, Moghean Unathi that were not members of trade guilds were almost exclusively employed with [[Hephaestus Industries]]. Unathi with guild memberships would primarily take contracts with [[NanoTrasen]] or [[Orion Express]], depending on their career choice. [[Unathi in Dominia|Unathi living in Dominia]], like most of their countrymen, seek employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
After the Merchant&#039;s Guild declared bankruptcy, Hephaestus Industries bailed out all Hegemonic guilds and reorganised them under the banner of the company. Since then, nearly all residents of Moghes are employed by Hephaestus in some way. &lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Mechanical differences from humans and unique emotes listed below:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
*Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
*Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
*Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
*Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot;  You can also &#039;&#039;&#039;Toggle-Auto-Hiss&#039;&#039;&#039; to do this for you.&lt;br /&gt;
*Unathi can sample the air with their tongue.&lt;br /&gt;
*Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for well past sixty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Humans and Unathi share a lot of similar internal biology with some notable exceptions. Since they are a carnivorous species, their diet mostly consists of meat and animal products, though they do have a tolerance to some plants and fruits. While Unathi do receive minor benefits for eating certain fruits, they do not get any nutrition from plants. Due to their carnivorous nature, they also have an increased stomach capacity to help eat larger meals at a time. The typical Unathi usually only eats one meal a day, and for the poorer sinta, perhaps once every two days. They tend towards lethargic and sluggish movements more often than not because of their evolutionary history, so they move slower than most organic species. However, the cyclical period of work for Unathi compared to other species is much faster. Unathi are polyphasic sleepers: creatures that sleep in shorter naps rather than at one time during the night. While they tend towards sluggishness, sinta are often capable of incredible bursts of energy and speed, and their ability to work in three or four hour periods of time compensates for their more sporadic schedules.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have a six-month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and the ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 16 years old.&lt;br /&gt;
&lt;br /&gt;
=== Physical Appearance ===&lt;br /&gt;
The Unathi as a species show a great deal of variation within body types as well as clusters of smaller physical traits passed down through clans. Facial and body features range in size and shape with some having raptor-like aesthetics, serpentine looks, or a more draconic body. Tail length is often genetic; conversely, tail girth is defined by a Unathi&#039;s diet as it stores most of the body&#039;s fat— nobles grow some of the largest tails.&lt;br /&gt;
&lt;br /&gt;
Unathi scales are somewhat tougher than human skin, though they shed off sporadically rather than all at once. More vulnerable and hidden spots, such as the stomach and waist, the backs of joints, and inner thighs are all leathery skin and aren&#039;t covered in scales.&lt;br /&gt;
&lt;br /&gt;
The typical healthy adult male Unathi weighs roughly 280 pounds. Female sinta differ from males as they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 250 pounds. Female Unathi grow to about 5&#039;9&amp;quot; to 6&#039;8, while male Unathi grow to about 6&#039;0&amp;quot; to 7&#039;0&amp;quot;. Unusual heights tend to be smaller in scale, as the taller a Unathi is, the more likely it will be marred with health problems and not live as long as others.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on digitigrade legs, with three toes on each foot and a hooked dewclaw, and have clawed feet and hands. They also have very long tongues, typically black or extremely dark red in color, which may stretch up to a foot and a half long and are forked just like a serpent&#039;s. In much the same manner as snakes, Unathi can sample the air around them using their tongue. They blink and have tear ducts similar to humans.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and serious damage tends to remain permanent. Ancient recipes using native herbs known as &amp;quot;horn paste&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic Horn Gel (based on Bone Gel), developed largely by [[Zeng-Hu Pharmaceuticals]], can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblemen due to cost.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
==== Unathi Colouration ====&lt;br /&gt;
Unathi are also often born into one of four major scale colour categories: red, black, orange-brown and &amp;quot;sand-colored&amp;quot;, and green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Albinos are sometimes slightly tinted in colour while remaining predominantly white. Traditionally these off-coloured Unathi are met with prejudice, though some clans outside the Izweski may feel different.&lt;br /&gt;
&lt;br /&gt;
It has been noticed that scale colourations were more represented in some areas than other, and thus, many shades of these colours were, in Unathi culture, named after the places they tend to be seen in more often, in many cases.&lt;br /&gt;
&lt;br /&gt;
*Modern red-coloured Unathi are thought to originate from a large nomadic clan that settled South of the Moghresian Sea around modern Skalamar. Nowadays, red-scaled Sinta tend to be seen on the entire Southern coast of the Moghresian Sea and the mountain ranges near it.&lt;br /&gt;
*Today’s green-coloured Unathi hail from the Southern side of the Moghresian sea, and they are seen more often throughout this side of the coast and down to the colder lands even further South. Surprisingly, there is also a large batch of green-coloured Unathi located around Sahl lake, indicating that an old nomadic clan of mostly green Sinta settled there centuries ago.&lt;br /&gt;
*Orange-brown and sand-yellow Unathi comprises a wide range of colours. They are a more common colour to be seen in a large area, and it is believed that their origins come from displacement in ancient conflicts that forced them to migrate and find new homelands. More precisely, Unathi harbouring such colours tend to be more represented in a large area defined between Darakath, Bahard, Mudki, and Yu’kal.&lt;br /&gt;
*Black or “dark-scaled’ Unathi do not seem to originate from any precise area, and instead, tend to be more often seen around colder areas of Moghes, both North and South. A popular theory is that black scales are actually a consequence of exposure to the cold for generations— something that has yet to be proven.&lt;br /&gt;
&lt;br /&gt;
All colours, barring albino, do not mix; if a brown Unathi and a light red Unathi have a child, the red scales the child has might be a little darker, but the colours do not blend to make something new.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colour ranges&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Due to the modernization of Moghes as well as the emigration and population displacement from the Contact War, Unathi of any colour can be found nearly anywhere on Moghes. Of course, they are more common in some areas rather than others.&lt;br /&gt;
&lt;br /&gt;
Below are some examples of Unathi scale colour ranges. These cover a majority of the colors; while some deviances from these are normal, there are no neon or pink colors among Unathi.&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Usual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_Green.png|200px|thumb|left|Green colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Brown.png|200px|thumb|left|Brown-orange / sand-yellow colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Red.png|200px|thumb|left|Red colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Black.png|200px|thumb|left|Black colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Unusual Unathi colour ranges:&lt;br /&gt;
|[[File:Lizardcolors_white.png|200px|thumb|left|Albino colouration range]]&lt;br /&gt;
|[[File:Lizardcolors_Blue.png|200px|thumb|left|Blue colouration range]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Razir Moss:&#039;&#039; RGB 27, 50, 27 / Hex #1B321B&lt;br /&gt;
*An unusually dark shade of green, but certainly not the only one, Unathi from Razir and its surrounding areas tend to have this scale colouration more often than not. As the name suggests, it is quite comparable in colour to the unique moss that tends to grow on rocks and buildings on the Southern coast of the Moghresian sea. The moss was heavily used by healers in the past, as its spongy nature allows to quickly stop bleeding, and its composition can also help in dealing with infection, or at least, limit their spread, until proper medicine can be found, properties that are quite appreciated in a time like the post-Contact-War era, where shortages, of medicine among other things, aren’t so rare depending on the location. Due to its ties with healing, some of the more traditional Unathi tend to see Unathi with such a scale colouration as more feminine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sen Emerald:&#039;&#039; RGB 31, 95, 31 / Hex #1F5F1F&lt;br /&gt;
*Considering the name, and the overall concentration of Unathi in the region, it is assumed that those bearing such colouration came from the now-broken city of Sen. Records of where the name comes from exactly has been lost after the Contact War, but theories still exist with recent finds. The reclaimer clan Kikata, operating a landcrawler by the torn cities, on the western coast of the Moghresian sea, noticed several collapsed mines next to what they assumed used to be villages, and in them, among many other minerals, unique green gems. As word has started to spread, many Sinta are now assuming that Sen Emerald refers to these gems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Teht Mint:&#039;&#039; RGB 85, 149, 85 / Hex #559555&lt;br /&gt;
*Teht Mint is one of the many crops that (nearly) disappeared after the Contact War and its nuclear fallout. As Teht mostly made its fortune from fishing, nearby villages housed the few clans in all of Moghes talented enough to properly harvest the plant, and who kept such a knowledge secret to all of their own. Used as expensive seasoning by only the wealthiest Nobles in the region, these clans, and their village, quickly made a fortune, then came the Contact war. While the city of Teth was spared by the bombing, the many villages around it that didn’t get outright razed by the nukes were abandonned, as their main source of income, the harvesting of the mint, was soon enough gone and made life there unsustainable, leaving only handful of seeds, currently preserved in Teth’s palace in hopes that they may be planted into proper soil another day. In any case, the name “Teht Mint” persist as a way to call the Sintas bearing a light green scale colour that tends to be seen in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sahl Green:&#039;&#039; RGB 56, 126, 86 / Hex #387E56&lt;br /&gt;
*Lake Sahl, among many other things, was renowned for the unique algae that used to grow in within it, giving it, when the floor was shallow enough, a green-ish tint, something that many local fishers used to call “Sahl’s green halo”. Like many things, these algae died after the Contact War, and the poisoning of the lake due to the ensuing nuclear fallout. Many of the older locals that still remember their time spent fishing in the lake, however, have been continuing to call Unathi living around the lake, bearing a unique shade of green, “Sahl Green”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orange-Brown / Sand Coloured:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mudki Stone:&#039;&#039; RGB 98, 84, 65 / Hex #625441&lt;br /&gt;
*The mountainous city of Mudki has been build with the rocks of the very mountains it stands on and between. These rocks exhibit a strange propriety due to their unique composition, something only found in the area, as, when wet, the usually light-grey, or tan stone, turns to a pale-brown. While a small-scaled group of geologists was dispatched to explain the phenomenon, the researches were cut short by the outbreak of the Contact War, and by now, most Sinta simply have their own explanation, from more science-based ones, to some more related to faith. In any case, people have taken to naming the many Sinta bearing light brown scale colouration, around the area, “Mudki Stone”, and some older, more superstitious inhabitants of Mudki and its surroundings claim that these Unathi can, like the stone, change colour…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yu&#039;kal Soil:&#039;&#039; RGB 92, 66, 32 / Hex #5C4220&lt;br /&gt;
*Yu’kal, while far from any of the main lakes or seas of Moghes, was a city that known for its people’s work in aquaculture in smaller bodies of water, natural or, later on, artificial, something that nearby smaller settlements also picked up. While the Contact War and its consequences put an end to such a business, many in the Queendom still remember this time, and how the soil turned damp and darkened from the how humid it could get in some places… Something that led to the naming of the colouration that many of the local Unathi bear, similar shades of brown, “Yu’kal Soil”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Darakath Brown:&#039;&#039; RGB 158, 116, 60 / Hex #9E743C&lt;br /&gt;
*Darakath Brown, also called “Darakath Copper” by the inhabitants of the once proud capital of the Azarak Kingdom, is ,as the name suggests, a scale colouration mostly seen in Darakath and its surroundings. To the more staunch supporters of the Izweski Hegemony, Sintas with this colours are seen as Traditionalists, and by extent, defeated foes… To others, Unathi with such colouration are treated with kindness, if not (legitimate or not) pity, after the sacking of the city by the end of the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bahard Cream:&#039;&#039; RGB 233, 178, 104 / Hex #E9B268&lt;br /&gt;
*Bahard, before the nuclear exchange, was one of the largest trading hub on Moghes thanks to its central position, making a fortune through trading. Beside this, however, Bahard was also known for the culinary expertise of its people, access to food from all around Moghes being one of the reason behind such a thing. Bahard Cream, originally referred to the a seasoning whose recipe was lost by the end of the Contact War, generally offered to passing traders. It was its unique colour and popularity that led to the locals, and soon enough, the rest of Moghes, to referring to the scale colouration seen so often around the area in such a way.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tak Red:&#039;&#039; RGB 128, 62, 62 / Hex #803E3E&lt;br /&gt;
*Tak used to be a city of relatively modest size, before the nuclear exchange utterly ruined it. Few know why Sinta of this certain shade are thus called “Tak Red”, although researches in Skalamar have led to a theory: fish exports. Most inhabitants made a living through fishing, just like most cities on the coast of the Moghresian sea, although surviving trading records show a higher than average amount of exports from the city. Additionally, texts, and common memory, point that some of the fish unique to Tak’s coast had unique red scales… Although said fishes are extinct by now, everything seems to indicate that this is where the name for this colouration came from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skalamar Red:&#039;&#039; 160, 44, 44 / Hex #A02C2C&lt;br /&gt;
*Skalamar Red, also called “Blood Red” by traditionalist and other foes of the Hegemony, is, as the name suggest, more often seen in Skalamar and its neighboring territories. Origins on the name of this colouration were blurry, even before the Contact War, with stories speaking of such colourations having divine origins, from other speaking of a curse, depending on who you ask. In any case, such a colouration is a sign of greatness and valor to some, and of shame and cruelty to some others… Generally depending on who they would have sided with during the Contact War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;th Berry:&#039;&#039; RGB 125, 6, 6 / Hex #980606&lt;br /&gt;
*S’th Berries are one of the few species of flora that survived the nuclear fallout of the Contact War… Although, not without consequences. While they were once deep red, the berries lost their colour and appear grey-ish; and their sugary taste as been lost, some saying that they now taste like paste instead. Nevertheless, the name given to the colour that many Unathi in the area arbor, remained: Unathi of red scales, red like S’th’s Berries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Derhai Shadow:&#039;&#039; RGB 17, 22, 16 / Hex #111610&lt;br /&gt;
*Although such a tone can be found a bit everywhere since Derhai’s depopulation, most people can pinpoint that it used to be most often seen in and around great city that stood there, before being abandoned. Due to the highly religious nature that Derhai had, many have been tying (sometimes wrongly) such a scale colouration to Th&#039;akhists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Janvir Black:&#039;&#039; RGB 28, 28, 28 / Hex #1C1C1C&lt;br /&gt;
*Perhaps a testament to how fast Unathi can evolve and change over generation, Janvir Black is a scale colouration that only appeared around a century after the foundation of the cold metropolis, merely six centuries ago… That is, according to the limited records currently available in the post-Contact War era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guzari Night:&#039;&#039; RGB 61, 47, 47 / Hex #3D2F2F&lt;br /&gt;
*There were, allegedly, several small settlements by the coast of the Guzari Sea, despite the freezing temperatures (on Unathi standards, that is), thanks to the unique bounties of the cold Northern Sea. Records seem to indicate, however, that said settlements were abandoned even before the Contact War, something that historians, even to this day, cannot explain, mostly due to the severe loss of historical documents during the conflict. Many Unathi, today, then, see other Sinta with the strange scale colouration known as Guzari Night as quite elusive…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Albino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Albino White:&#039;&#039; RGB 178, 178, 178 / Hex #B2B2B2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bleached Bone:&#039;&#039; RGB 183, 169, 169 / Hex #3D2F2F&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indigo Blue:&#039;&#039; RGB 35, 55, 189 / Hex #2337BD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Azure:&#039;&#039; RGB 1, 102, 255 / Hex #0066FF&lt;br /&gt;
&lt;br /&gt;
Albino and Azure (or Blue) Unathi scale colouration are not tied to any area of Moghes, and instead, generally the result of genetic lottery. How such colourations are perceived varies widely. These Unathi would generally face prejudice in the Hegemony, although some other Sinta from different horizons can exhibit interest for them instead, or simply indifference. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Unathi Genetic Variety ====&lt;br /&gt;
Besides scale colouration, many other physical aspects of Unathi bodies can vary widely. From horns and frills, to even extra scale crests and different structures in a Unathi’s very skeleton (namely, the skull). While anatomical differences within a species are natural, Unathi are noteworthy for how wide these differences can get and how fast they come to be. The exact science behind this has been lost after the Contact War, and most of the research behind such a phenomena is idly handled by Nanotrasen and Zeng-Hu specialists. However it is assumed that Sinta simply evolve and adapt to their surroundings much faster than most of the other sentient species of the Spur, leading to such large physical discrepancies between Unathi alone.&lt;br /&gt;
From this, it is also assumed that, with Unathi populations moving between planets, and Moghes on its way to changing considerably (may the consequences of the of the Contact War be the of the Sinta homeworld, or may terraforming efforts save it), said biological differences between different groups will only get larger and more exotic in the next few centuries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Genetic Variety&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Unathifaces.png|180px|thumb|right|Zotzo’s Treaty of Biology is one of the first Unathi works dedicated to the study of Sinta biology, and in which the terminology for Unathi facial structure was first established. This is one of the few pages left of the book, found in the ruins of Oket&#039;s Great Library.]] &lt;br /&gt;
*&#039;&#039;&#039;Horns&#039;&#039;&#039; are not tied to specific places, or at least, not directly. There seems to be a hereditary side to it, however, as Unathi more often than not seem to bear the horns of one of their parents (on VERY rare instances carrying the horns of both). Horns, however, do not “mix” and make new shapes, the same way that Unathi scale colourations don’t mix. Horns are arbored by both male and female Sintas, and can be of various tones, from dark gray, near black, to Ivory or even pristine white, and even in some cases, pale brown-ish tones. Contrary to some belief, Unathi horns are bone, and not made of Ivory or any other precious material. Horn size, just like tail size, also depends on a Unathi’s diet. However, while everyone has the potential to grow an enlarged tail, if given enough fat, horn size highly depends on how well-fed a Unathi is during their childhood as they grow. Coupled with one’s horn’s hereditary nature, it is commonly assumed that A Sinta of noble blood will generally have larger horns… A noble who happens to have shorter horns is generally called a New-Noble, as if they were the first of their clan to ascend to noblehood, and by extent the quality diet that tends to come with it.&lt;br /&gt;
*&#039;&#039;&#039;Frills&#039;&#039;&#039;, while hereditary in exactly the same way as horns, tend to be most often seen in Unathi populations living on coasts, or in general humid areas. Frills can be of various colours, so long as they remain in natural Unathi colour ranges. They are constituted of either a bony “support”, or in some rare cases, a cartilaginous one, with skin or scales between and on said “supports”. Since frills are articulated, to some minor degree, Unathi bearing frills tend to be seen as more expressive, as they tend to “open” or “close” their frills, accentuating body language. Frills have generally been associated with Unathi of low-to-middle class, or at least, that have ancestry from such classes, as fishermen and such Unathu are generally depicted with large frills. The validity of such a concept is discussed nowadays. &lt;br /&gt;
*&#039;&#039;&#039;Crests&#039;&#039;&#039; are rather similar to frills in their constitution, although they differ in the sense that, instead of having a thin layer of scaly hide being stretched between its bony or cartilaginous supports, crests are entirely covered in proper hide. One popular example is the infamous “Cobra Hood” (Which is a domination established by the people of the Spur as a whole, and not by Sinta, as Cobras are obviously not native to Moghes). Like frills, Crests can be articulated, although in a much more limited way. Crests are not limited to any place, and just like horns, are instead fully hereditary. Crests were rather rare prior to the Contact War, as it was more common among Unathi population living in rather arid areas, earning the rather poetic name of the “Frills of the dry seas”. After the Nuclear exchange, however, new generations born in a changed Moghes start to come with more and more crests already.&lt;br /&gt;
*Finally, while minor differences in sizes and shapes can be observed in different Unathi populations, one aspect in particular tends to change drastically: &#039;&#039;&#039;skull shapes&#039;&#039;&#039;. The shape of a Unathi’s head seems to vary widely, with some adopting a more draconic appearance, some being closer to smaller lizards, Iguanas, snakes, crocodiles, etc. The way Unathi see their fellow Sinta with this or that facial appearance varies widely depending on their culture. Once again, both due to migration, populations blending with each other and the loss of records due to the Contact War, locating the origins in Unathi faces has proved to be quite the hard endeavor, but some clues, mostly based on interviews of older, surviving Sintas, have been found, and a proper classification is being reestablished:&lt;br /&gt;
- &#039;&#039;Arakhania (“Draconic”)&#039;&#039;: Arakhanian facial structure, also called “Draconic” in Basic, is perhaps the most well known Unathi skull shape in the entire Spur. Perhaps one of the most well spread facial structures nowadays, it is also known as the “head of the nobles”, due to its prevalence among noble populations, with many notable Unathi bearing such a profile (namely the Hegemon himself). Arakhanians tend to have a pointy snout with smooth shapes, and a frontal bone of varying height and steepness.&lt;br /&gt;
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- &#039;&#039;Thodokhania (“Crocodilian”)&#039;&#039;: Thodokhanian faces come with a larger, longer snouts and more flat heads, comparable to Earth’s crocodiles or alligators (hence the name given to such a profile in Basic: “Crocodilian”.) Unathi with the Thodokianian facial structure have turned rarer and rarer since the Contact War, which led to the belief that the nuclear exchange must’ve erased population centers featuring the bulk of their population.&lt;br /&gt;
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- &#039;&#039;Imekhania (“Common Lizard-like”)&#039;&#039;: The Imekhanian facial class is as broad as the population it encompasses, being the most represented profile among Sinta. Unathi with the Imekhanian profile come with generally smoother snout shapes and round tips. earning the name “lizard-like” in Basic. According to ancient records and texts, it seems like the Imekhanian profile could be seen everywhere on Moghes, even before the first large population movements.&lt;br /&gt;
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- &#039;&#039;Senkhania (“Snake-like”)&#039;&#039;: With their flat heads and short snouts, Senkhanians faces are, as their name in Basic suggests, comparable to Earth’s Snakes. While a small part of the population, Unathi with the Senkhanian facial profile are still considered a category of their own, due to their presence in mostly rural areas (something that has yet to be explained), zones that would not tend to be the direct targets of nuclear bombardment during the Contact War.&lt;br /&gt;
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- &#039;&#039;Lokhenian (“Others”)&#039;&#039;: Lokhenian facial profile, or “The faces of the Lost” is an all-new, post-Contact War classification, used to designate any facial structure that does not fit in the other aforementioned categories, and are not large enough to warrant a category of their own. Such facial structures are extremely various but also tend to be extremely rare, and it is assumed, that those were already quite rare even before the nuclear exchange, as they were rarely ever recorded in pre-contact war media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Afflictions and Disabilities ===&lt;br /&gt;
Unathi, like all species, are prone to conditions that are uncommon among the population. How each Unathi views or handles these is varied due to the traditional cultures of Moghes.&lt;br /&gt;
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Lsh&#039;islasulu, sometimes shortened to &amp;quot;Lsh disorder,&amp;quot; is a rare scale disability affecting very few Unathi. The disorder is poorly studied because of its lacking negative affects and extreme rarity. When suffering from Lsh disorder, Unathi will lose their dead scale cells through a painful peeling process, rather than sporadically. A Unathi suffering from the disorder will need to painfully peel or scrub off their dead scales off once or twice a month in droves. The affliction is caused by increased cell death, and scale cells will die rapidly for no apparent reason. Luckily, this process only causes pain and increased susceptibility to the cold, not causing any damage or making the scales much weaker in terms of durability. Further information is lacking due to little research preformed.&lt;br /&gt;
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Kaasilik is a famously known yet equally rare disorder inflicting unique symptoms. Those suffering from Kaasilik lack any growth of frills, hoods, horns or any other structure on the head or face. While labeled as a disorder, those affected by it suffer no physical drawbacks and are believed to be the result of a genetic lottery in which generations of couples between Unathi with certain horn or frill growth reproduce. While undamaging to the Unathi physically, it can make identifying them from another suffering Unathi difficult at times. Children of these Unathi will likely have very small or limited frill and horn growth.&lt;br /&gt;
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Albinosm, or Zis&#039;lak, caused by a general lack of pigment in the scales, makes the scales appear totally white, sometimes with a minor tint of green, red or sand/orange, caused by a total lack of pigment. Albinism in Unathi can also cause a unique shift in eye colour; while typical for Unathi to have colours like orange, red or green, albinism can shift the eye colour to an unusual violet. This is due to a lack of eye pigment combined with the light refraction off of the blood vessels within the eye. Unathi that suffer from albinism usually remain away from sunlight as their sensitive scales provide little to no UV protection and put them at risk of burns. Albino Unathi are also often seen as a bad omen at birth, and as such, those within the Hegemony&#039;s lower populated areas are often banished from their clan or in extreme circumstances, even banished from some clans to become Guwan. It should be noted that azure coloured Unathi cannot be albino.&lt;br /&gt;
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Illiz is a disorder appearing in two states with a wide variety of recorded variation. The disability details highly irregular tail size, this can include tails the size of a finger or tails so long they become a tripping hazard. The former being nicknamed, &amp;quot;Hasik.&amp;quot; Unathi affected by Hasik typically suffer when sprinting, their short tails also prevent fat storage, which results in the fat being stored elsewhere like the arms, thighs, and lower body. The latter mentioned state of Illiz, nicknamed &amp;quot;Hasil,&amp;quot; is the complete opposite. Those affected by Hasil find their tails reaching lengths of up to four feet long. Hasil includes similar issues as Hasik, the most notable of which is it also negatively affects balance. Those with longer tails struggle to sprint, carrying the weight of such a large tail. Culturally, those suffering Hasik are viewed as pathetic and as cowards, while those with longer tails are presumed to be a noble. It should be noted that very few nobles have been documented suffering Hasik, while some, using plastic surgery, increase the size of their tails to mimic Hasil.&lt;br /&gt;
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== History ==&lt;br /&gt;
&#039;&#039;See also: [[Unathi History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title &#039;Hegemon.&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;[[Unathi Guilds|Guilds]]&#039;&#039;&#039; began to grow, forming an early form of mercantilism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endeavor, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakus and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2403&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact with the Izweski Hegemony was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathite city to have a shuttle port constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2438 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one-world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Unathi Culture==&lt;br /&gt;
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=== Diet and Cuisine ===&lt;br /&gt;
Unathite dishes are mostly comprised of meat, eggs, and fish. It may be cooked or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well-presented and are also edible. The tools Unathi use to eat are very unorthodox to humans, usually resembling chopsticks banded together near the top. &lt;br /&gt;
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Unathi generally eat only one large meal a day. The nobility often eat twice a day, while poorer Unathi or those in [[The Wasteland|the Wasteland]] will eat bi-daily: every two days.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the Contact War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
Unathi, being deeply traditional, tend to use their own sayings, proverbs, and similar speech in other languages not native to them. Some concepts of their languages also spill over into tongues foreign to Unathi. For example, the sexes are so closely tied to their roles in society that words for &amp;quot;man,&amp;quot; &amp;quot;male,&amp;quot; and other parrot words are practically synonymous with &amp;quot;warrior.&amp;quot; The same is said for words like &amp;quot;woman&amp;quot; and &amp;quot;female&amp;quot; with &amp;quot;healer.&amp;quot; Objects also have assigned genders to them, so it is not uncommon for Sinta to refer to objects and inanimate things with genders. Unathi also have a lot of assorted figures of speech that, instead of being based on direction (up and down), are affiliated with time and its speed. A faster rate of time is seen as bad while a slower rate is seen as good in a majority of cases. Good things are categorized by saying something is punctual, progressing on time, is speeding up in time, or has a lot of time while saying the opposite for bad things. Rather than saying &amp;quot;I’m going to bed for the night,&amp;quot; a Unathi might offer &amp;quot;I’m slowing down for the night&amp;quot;; similarly, instead of being &amp;quot;down to hang out,&amp;quot; one would instead say they &amp;quot;want to slow down&amp;quot; with someone else. Examples include, but aren’t limited to: &amp;quot;today’s harvests were timely,&amp;quot; &amp;quot;the day has been slow,&amp;quot; &amp;quot;my body is slowing,&amp;quot; &amp;quot;their sleep is running late,&amp;quot; &amp;quot;I’m accelerating through my studies.&amp;quot;&lt;br /&gt;
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Unathi names are extraordinarily diverse, ranging from those that string together a bunch of consonants to sounds with many vowels in a row. There are not many commonalities between them besides harder sounds like &#039;ck,&#039; &#039;zh,&#039; &#039;s,&#039; &#039;d,&#039; and &#039;t.&#039; &#039;&#039;&#039;However, names cannot have more than two of the same letter in a row, such as Myo&#039;sssak.&#039;&#039;&#039;&lt;br /&gt;
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Many species have developed the joking term &amp;quot;unathisms&amp;quot; for all the various cultural holdovers that get put into other languages they speak.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Unathi Metaphors, Sayings, and Slang&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sinta— &#039;&#039;meaning Unathi. If the word Unathi can be compared to &amp;quot;Human&amp;quot;, then sinta can be compared to &amp;quot;man&amp;quot;, the latter usually kept out of more serious, official or scientific discussion and instead used in discussions with a more common if not familiar tone. Sinta does not get an S on plural and does not start with a capital letter.&#039;&#039;&lt;br /&gt;
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Claws, talons— &#039;&#039;fingers, nails, respectively; however, sometimes satire or exaggeration make use of them interchangeably.&#039;&#039;&lt;br /&gt;
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Hatchling, egg— &#039;&#039;a child or baby, sometimes also as an insult.&#039;&#039;&lt;br /&gt;
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Azure, albino— &#039;&#039;exotic, or unusual; alternatively (and rarely), an archaic and outdated way of calling something awful: &amp;quot;Their tastes are absolutely albino.&amp;quot;&#039;&#039;&lt;br /&gt;
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Hide, scales— &#039;&#039;skin.&#039;&#039;&lt;br /&gt;
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Rattle, rattled— &#039;&#039;scared.&#039;&#039;&lt;br /&gt;
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Scratch, scratched— &#039;&#039;to write/written.&#039;&#039;&lt;br /&gt;
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Tailwag— &#039;&#039;generic insult lacking true meaning and has a weird versatility to it, like referring to someone as a &#039;fuck&#039; or similar.&#039;&#039;&lt;br /&gt;
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Blood on my teeth— &#039;&#039;eating, sometimes a gruesome (seen as barbaric) way of describing fighting and other activities.&#039;&#039;&lt;br /&gt;
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Lay down my tail/bare my neck— &#039;&#039;let someone walk over you.&#039;&#039;&lt;br /&gt;
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Molting— &#039;&#039;getting angry enough over something that it damages your physical health. Used almost explicitly for exaggeration.&#039;&#039;&lt;br /&gt;
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Fat-tail— &#039;&#039;an insult usually aimed at nobles.&#039;&#039;&lt;br /&gt;
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Quote a limerick— &#039;&#039;to be sassy, snarky, witty.&#039;&#039;&lt;br /&gt;
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Grinding my horns— &#039;&#039;getting on their nerves.&#039;&#039;&lt;br /&gt;
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Strum— &#039;&#039;gather.&#039;&#039;&lt;br /&gt;
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Stomp, stomping— &#039;&#039;a get together (as a noun) or referring to someone being happy (as a verb).&#039;&#039;&lt;br /&gt;
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Echoed song— &#039;&#039;oral tradition.&#039;&#039;&lt;br /&gt;
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Ghazkus, ghazkii— &#039;&#039;skrell, coming from the word &amp;quot;amphibious&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;ghazii&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
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Kzlth, kzlthii— &#039;&#039;humans, coming from the word &amp;quot;scaleless&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;kazulth&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
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Imiekran, imiekranes— &#039;&#039;the typical term for dionae meaning &amp;quot;twisted plant&amp;quot; in Sinta’Azaziba, usually a term of endearment; alternatively called aggregates when referring to different forms.&#039;&#039;&lt;br /&gt;
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Xsain— &#039;&#039;vaurca, coming from the word &amp;quot;incomprehensible&amp;quot; in Sinta’Unathi: &#039;&#039;&#039;xsa&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
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(Note: most of the time this is seen as being a nickname when used outside of Sinta’Unathi or Sinta’Azaziba. If you are particularly friendly with someone that either you don’t know the name of or are referring to someone otherwise, this may be appropriate outside of saying the species’ name.)&lt;br /&gt;
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Zo’zyola— &#039;&#039;the equivalent of an angel or a demon. Depending on the context, this is either a compliment or a severe insult.&#039;&#039;&lt;br /&gt;
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Dishonored their clan— &#039;&#039;do something to ostracize themselves from society or a group of people.&#039;&#039;&lt;br /&gt;
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A tale longer than my own— &#039;&#039;a play on words gaining traction among Sinta who speak Basic. Basically a way of saying &amp;quot;it&#039;s a long story&amp;quot; with similar connotations, but this phrase can also be used to hype up an event. &amp;quot;What did you do during the Solarian Invasion?&amp;quot; &amp;quot;It&#039;s a tale longer than my own— let&#039;s meet up to discuss it.&amp;quot;&#039;&#039;&lt;br /&gt;
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Heating up— &#039;&#039;a way of setting your guard is going down or that you are even getting bored or tired. &amp;quot;This shift has been uneventful, I can feel it heating up.&amp;quot;&#039;&#039;&lt;br /&gt;
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Sk&#039;akh&#039;s scales— &#039;&#039;a way of saying &amp;quot;holy shit&amp;quot; or similar swears.&#039;&#039;&lt;br /&gt;
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Have an honorable duel for the sake of the game— &#039;&#039;in Sinta&#039;Azaziba and Sinta&#039;Unathi, duel and game are the same word, just with different meanings. This is a play on words in the original tongue and is meant to talk about something that has to be done yet trying to make fun out of it anyway.&#039;&#039;&lt;br /&gt;
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More unclean/unkempt than a Guwan&#039;s feet— &#039;&#039;referring to something being worse than the dirtiest part of a class of undesirables. Phrases like these are more common in the Hegemony and are one of the many methods used to degrade Guwan.&#039;&#039;&lt;br /&gt;
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When an arbek eats its tail— &#039;&#039;&amp;quot;when pigs fly.&amp;quot;&#039;&#039;&lt;br /&gt;
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Preparing the maxtlatl— &#039;&#039;referring to the shaman&#039;s garb. Preparing the maxtlatl is something a shaman does when they feel they are near death; in preparing it, they are readying the skull in the headgear to be replaced by their own. In a sense, if someone is preparing the maxtlatl, they are spelling their own doom or see their demise coming.&#039;&#039;&lt;br /&gt;
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By the Fourth Nation— &#039;&#039;somewhat of a joke about cycles, playing fun at the fact that the Izweski Hegemony has been a constant throughout history. Traditionalists use this phrase more bitterly and sardonically, however.&#039;&#039;&lt;br /&gt;
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By mine and your spirits— &#039;&#039;a way of solemnly swearing; alternatively, asking for guidance if you worship Th’akh.&#039;&#039;&lt;br /&gt;
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Three Heads bless me— &#039;&#039;the alternative to &amp;quot;by mine and your spirits&amp;quot; for those that worship Sk’akh.&#039;&#039;&lt;br /&gt;
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Bet the Hegemon’s head— &#039;&#039;many people want to kill the Hegemon, so this refers to such a bounty. Usually used as a joke or a dare.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers. Speaking mannerisms remain the same when speaking Sinta or another language. For stylistic choices, there are some options. For those raised in or by the Hegemony, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. Formal Sinta&#039;Unathi lacks this concept of contracting words, and thus it is a difficult concept to understand for these speakers. Those that speak Sinta&#039;Azaziba will talk in other languages in short bursts, similar to how Azaziba has shorter sentences due to gesticulating and speaking at the same time. Accents are wide and diverse; replacing &#039;s&#039; sounds with &#039;th&#039; in a &#039;forced lisp&#039; or even just omitting the sound is a commonality for Unathi that struggle with certain words in other languages (like &#039;suspicious&#039;). This way of speaking is also common when singing in different languages, a trend picking up within the Izweski Hegemony.&lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
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The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
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==== Sinta&#039;Azaziba ====&lt;br /&gt;
Sinta&#039;Azaziba is a language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance. Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written from top to bottom.&lt;br /&gt;
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=== Unathi Fashion and Make-up ===&lt;br /&gt;
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Fashion on the scale of an entire species is incredibly diverse, much like with other species. There are some common sights seen across most Unathi peoples.&lt;br /&gt;
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==== Unathi Fashion ====&lt;br /&gt;
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Clothing is generally something to balance for Unathi, according to one’s need with warmth. Generally, Unathi can dress themselves from head to toe, with shawls and hoods not being an uncommon sight, even if temperatures aren’t outright cold, just to retain warmth for as long as possible. In particularly hot climates, however, or on specific occasions like while sunbathing, Unathi may choose to wear minimal clothing to get as little obstacle as possible between them and the sun, or any other heat source they may be enjoying.&lt;br /&gt;
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Colors are an essential part of any Unathi outfit. Being particularly fond of vibrant colors, sights of bright reds, oranges, yellows, greens and blues are common, and white and black, though rare for fashion’s sake, are generally used to accentuate colors even more. These colors are often selected to go along with their scale colors, eyes, and so on, the natural colors of a Unathi playing a large part in their fashion choices. Nobility and other wealthy individuals will often show off their status through the use of jewelry, both gemstone and rare, expensive metals like gold and silver. Though the typical bracelets and necklaces can be found, Unathi also use some pieces of jewelry unique to their species, such as horn rings (meant to be worn around one’s horn) or frill-rings (going through the frill, much like with earrings.) Capes and cloaks are also a traditional display of status and function, with for instance the many capes worn by Guild members.&lt;br /&gt;
&lt;br /&gt;
==== Make-up ====&lt;br /&gt;
&lt;br /&gt;
While most Human cultures see most forms of make-up as feminine, Unathi are different. It’s common for Unathi of all genders to apply make-up. Once again, there are countless forms of make-up and ways to apply them seen across the entire species.&lt;br /&gt;
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Unathi make-up&lt;br /&gt;
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===== Cosmetics =====&lt;br /&gt;
&lt;br /&gt;
Some of the most popular forms of Unathi make-up include things such as claw-painting, quite comparable to painting nails. This is generally done with bright colors, to accentuate them over the scale colors of the Unathi in question. There are traces of claw-painting being done in pre-Hegemonic times, mainly by warriors, to show off their claws and intimidate their foes, and though this tradition is still practiced by some, claw painting is now also done for the mere sake of fashion. Horns can also be painted, as well as frills for similar effects if the individual in question sports them.&lt;br /&gt;
&lt;br /&gt;
===== Scalepaint =====&lt;br /&gt;
&lt;br /&gt;
Scalepaint is a uniquely Unathi form of make-up, and the most popular in the species as well. Due to their need to shed, Unathi cannot sport tattoos normally, but scalepaint constitutes an equivalent. As the name implies, it is a form of paint applied directed on one’s scaly hide. scalepaint can be inconspicuous and small, or extravagant and cover the majority of one’s hide. In any case, however, it is done to go along with, and complement one’s natural hide colors, and completely covering oneself in scalepaint is seen as particularly awkward and a display of shame in oneself.&lt;br /&gt;
&lt;br /&gt;
The practice of using scalepaint dates back to prehistoric times, with hunters covering themselves in a mixture of herbs, dust, and a few pigments to better hide in the foliage to ambush prey; though it quickly-enough became a form of aesthetic as well. The practice to apply scalepaint hasn’t changed much since then; it is a mix of pigments, herbs, and a clay-like substance to be applied directly on one’s scales.&lt;br /&gt;
&lt;br /&gt;
Perhaps what makes Scalepaint so interesting is the sheer amount of work needed to apply and maintain it. First, it must be applied in correct doses. Too much, and the texture will be too thick and completely cover the scaly texture of one’s hide (an easy excuse to be mocked by your fellow sinta), too little, and the color won’t be visible-enough, and completely disappear at the first shed. With the correct amount of paint applied, it should be visible enough without hiding one’s scales, and when the time to shed comes, some remnants of paint should still be visible, acting as a guide for the next layer to be put on this layer of skin as well. This brings us to the second part, the need to maintain scalepaint. A proper scalepaint requires regular maintenance, to be generally re-applied after every shed. This workload makes the most extravagant and encompassing forms of scalepaint a show of both artistry, but also the result of regularly applied, expert artistry.&lt;br /&gt;
&lt;br /&gt;
Because of its need to be re-applied constantly, scalepaint is generally applied and maintained by oneself, and thus, only to places they can reach. As such, only nobles and other wealthy sinta are ever seen sporting scalepaint on their backs, as it requires maintenance from others, generally talented servants.&lt;br /&gt;
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&lt;br /&gt;
=== The Zandiziite Games ===&lt;br /&gt;
&#039;&#039;See also: [[Zandiziite Games]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ancient sport that got its start on Moghes, this sport is best described as a mixture of Olympic- and MMA-style games. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
== Unathi Sociality and Society ==&lt;br /&gt;
&lt;br /&gt;
=== Behaviour and Mannerisms ===&lt;br /&gt;
Unathi generally stare at what they are interested in, so their intense gaze moves with a conversation to whoever is talking. Additionally, pointing can be seen as extremely rude in circumstances. If more than just a passing gesture towards someone, prolonged pointing can be a grave insult to one&#039;s honor and, in some cases, be the reason for crude fighting or even initiate a duel.&lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close relationship with them (like family, a lover, or close friend). Some are more permissive than others regarding this. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to.&lt;br /&gt;
&lt;br /&gt;
Unathi to other species would typically appear sluggish in their movements, though there are some exceptions to this. When working or even when feeling threatened, they typically move short distances with their arms and legs at speeds much faster than normal for other species. This is because they conserve their energy by going slightly slower until they need it for a given task.&lt;br /&gt;
&lt;br /&gt;
Another outstanding behavior that other species would note is an intense gaze. Unathi typically find staring at whoever is speaking to be respectful; however, this intense staring, paired with not blinking often and stooping to look at someone at eye level, is how other species are typically made uncomfortable when engaging with Unathi.&lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to Guwans is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Violence can have its place in regular daily life, with playful fighting being commonplace with the peasantry and in the Wasteland. Joking punches and wistful tail flicks that would be normal for Unathi playing around may end up hurting a human, which has led to many jokes about humanity’s weak stature. Shoulder checks and headbutts have their place in more aggressive friendships and is a sign of showing brotherly love.&lt;br /&gt;
&lt;br /&gt;
=== Emotional Displays ===&lt;br /&gt;
Unathi exhibit a great variety of emotional body language in ways different from other species. While it is not uncommon for Unathi to attempt to mimic human displays (sometimes with frightening results, for example showing off their large, numerous sharp teeth in a &amp;quot;smile&amp;quot;), they have their own natural, basic emotions that come from biological expression akin to reptiles. It can be very difficult for this species to control their emotionally linked body language as it is engrained in Unathite culture, but exercising restraint is often seen as a sign of nobility or simply an individual who is attempting to better blend in with other species. Over time, these displays can also change to adapt to a different environment, though this process typically takes many years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
For example, baring the entire throat is the single most meaningful expression that can be displayed to another, often used to show trust or vulnerability to someone a Unathi cares about. However, it is not unusual to do this to also surrender to another (such as in a fight), admit shame, or display extreme compassion (when exposed to twine necks with another). Conversely, tilting the snout far down to protect the throat and better display one’s horns is a fight response or to show distrust in another.&lt;br /&gt;
&lt;br /&gt;
When it comes to intimate gestures between Unathi, they usually twine necks or tails, and touch foreheads and snouts together with the same intent that humans kiss. Such displays are usually only reserved for those that are married or to be wed, but with other cultures such as Ouerea, the smaller colonies, or the Empire of Dominia, this tends to be much more relaxed. Hugging is usually considered to be something done by children and avoided by adults.&lt;br /&gt;
&lt;br /&gt;
Unathi often fixate on their surroundings when interested or excited by someone or something. If there is a conversation of multiple people, they often change their gaze to look at whoever is speaking, or at the person speaking they are most interested in. It is considered rude by Unathi to avert your gaze, for that shows that someone can be aloof, distant, or not paying attention fully. Even if afraid and cowering, they tend to look directly at the source of their fear. For other species, when especially happy or interested, they can even stoop down to look at them directly at eye level, or try to raise themselves as much as possible to look other creatures in the eye.&lt;br /&gt;
&lt;br /&gt;
Other physical displays include the ‘tail stomp,’ a phenomenon common during heightened signals of emotion. Typically, these are done when a Sinta is filled with joy or extremely agitated, but can be rarely used when a Unathi is grieving. Other more minor displays are, but aren’t limited to: bristling scales, in response to a cold environment or a ‘chill going down their spine;’ becoming slow and sluggish if extremely comfortable, such as reacting to warmth; swaying, sampling the air, and hissing all are common when in a new environment, with strangers, or even just in certain situations, which shows curiosity, discomfort, or unease.&lt;br /&gt;
&lt;br /&gt;
Verbally, Unathi have some onomatopoeias that they draw on for different emotions. Chuffing, forcefully exhaling air from the throat, can be used to mark mild annoyance in reply to something, or can be used to show amusement. If it comes at the end of a sentence or statement, it can imply that they are being sarcastic or are saying something in good humor. Unathi don’t quite have a laugh; instead, they bark in typically short bursts, in which the sound is often deep, loud, and raucous. Finally, rattling the throat is a fairly common gesture that replaces or accompanies a tail stomp. Sometimes when enraged, throat rattling is accompanied by frills or scales flaring up as well.&lt;br /&gt;
&lt;br /&gt;
As a result of the divide between groups of sinta, some mannerisms are unique to different social groups. For example, nobles tend to tail stomp in response to seeing something that ‘disgusts’ them, whether it be the sight of a heretic or Guwan, something that disgusts olfactory senses, or something else. Peasants on Moghes and most Unathi on Ouerea tend to be ‘overly emotional’ in that they often tilt their snout up somewhat when showing general content or happiness, or down slightly when afraid or unhappy. Dominians often keep their chin tilted up constantly as a sign of pride and even cockiness, showing they aren’t afraid when vulnerable parts are exposed. Of course, this all barely scratches the surface, and there are many gestures unique to cultures and regions that are not enumerated.&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
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Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Healer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have been recognized as warriors and succession is patriarchal. It is not uncommon, however, for their expressed gender to contrast what is officially recorded by the church; for example, Hegemon Ayzi Sarakus was unofficially seen as a fisher to their confidants and trusted allies. Using various methods, they and others like them have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
&lt;br /&gt;
One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
&lt;br /&gt;
In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
&lt;br /&gt;
In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Traditional Greetings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A custom often misunderstood by foreigners, traditional greetings are both a way for Unathi to politely greet each other, but also to begin introductions without even saying a word. This tradition dates back to some time in the late first Hegemony, though the greetings themselves had much different forms and uses back then.&lt;br /&gt;
&lt;br /&gt;
In essence, these greetings are done by wordlessly bowing before another, doing so in a specific manner, depending on the Unathi in question&#039;s gender. Doing so is not only polite, if not a show of respect, but also a way for a sinta to present their gender, and by extent the kind of path they have taken in their life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Warrior&#039;s Greeting&#039;&#039; is done by bowing until one would look straight to the floor, while putting a fist on their heart. The legs must remain straight and back curve as little as possible during the entire greeting, lest the Unathi in question be mocked for going a &amp;quot;wounded Warrior&#039;s greeting&amp;quot;, a situation many have faced on their first Warrior&#039;s Greeting. Signifying trust and respect, it is generally considered an honor to be greeted in such way by prestigious warriors, Kataphracts and veterans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Healer&#039;s Greeting&#039;&#039; would have one bow by bending the knees, hunching forward a little with open arms until their claws and horns (frills, crest, or the top of their skull in the case of absence of such) are at roughly the same height. Some can take the greeting a little further, by crossing their legs slightly, bowing deeper, though such a move is generally kept to greet those worthy of great respect. It signifies openness, warmth and vulnerability.&lt;br /&gt;
&lt;br /&gt;
Finally, through &#039;&#039;the Fishers Greeting&#039;&#039;, one would bow by crossing their arms behind their back, bowing with their back, while keeping their gaze at the other person. Signifies listening and understanding, and though seen by many as the easiest of the greetings to achieve, it is not considered lesser than the other two, but rather, a show of the beauty and value of simplicity.&lt;br /&gt;
&lt;br /&gt;
Traditional greetings are not always done with non-Unathi, generally because of their lack of understanding, some sinta choosing to not bother at all. One can also find slight variations to these traditional greetings abroad, in Dominia for instance, where the [[Unathi_in_Dominia|Kazhkz-Han&#039;san]] can be found calling these greetings the &amp;quot;Soldier&#039;s&amp;quot;, &amp;quot;Scholar&#039;s&amp;quot;, and &amp;quot;Artisan&#039;s Greeting&amp;quot; instead, in a mix of Moghesian and Morozian culture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
&lt;br /&gt;
Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
&lt;br /&gt;
On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
&lt;br /&gt;
Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
&lt;br /&gt;
Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Corruption within the Gender Culture ===&lt;br /&gt;
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While seen from the outside as a relatively progressive development, the fluidity of Unathi gender roles combined with the rigid feudal hierarchy of noble lords and clan leadership presents a wide variety of opportunities for exploitation and abuse. These vary in measure, legally and morally, and if pressed those within positions of power will publicly denounce such practices as dishonorable. However, it’s an open secret that a significant number of the ruling class use these tactics to a greater or lesser degree to ensure their dynasties and interests are protected. &lt;br /&gt;
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&#039;&#039;&#039;Heirs and Succession&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arguably one of the most crucial considerations of any noble lord or clan leader, the designation of an heir demands intervention when the current candidate is unwanted or unfavorable. The means by which this is accomplished vary from region to region, but leverage of gender is a widely adopted tactic.&lt;br /&gt;
&lt;br /&gt;
*In areas under Izweski rule, succession is patriarchal and the eldest warrior child is traditionally designated heir apparent. Should the natural choice be undesirable it is a common though unspoken practice to cultivate a preferred alternative. If the distinction is made early enough in life, clan heads will attempt to remove older children from succession by enrolling them in education and apprenticeships for healers and fishers. Betrothal contracts can also be drafted which misgender, or pre-gender, a child. Often in negotiation of these matches, care is taken to ensure the other clan’s name is taken and rights of inheritance are explicitly waived. Objection by the child or refusal to uphold the betrothal can be punishable by exile, leaving them few options.&lt;br /&gt;
&lt;br /&gt;
:If the desired heir does not show sufficient martial prowess, clan leaders can hire combat mentors and may stage public duels where the outcome is predetermined. The opponents in these matches are skilled actors as much as they are combatants, and will shout, bluster, and make oaths to the Warrior and their ancestors before the fight begins to enhance the drama and importance of the duel. They can then expertly claim a believable defeat from even the most inept novice. The most talented of these actors, unofficially referred to as &#039;&#039;hoax-hides&#039;&#039;, are well known in certain noble circles and are paid handsomely for their craft and discretion, and will avoid working in one location for too long to prevent being exposed.&lt;br /&gt;
&lt;br /&gt;
*In predominantly Sk’akh regions, legal authority over one’s recognized gender is regulated by the Church. Less scrupulous priests can be bought or persuaded to induce or prevent a change of gender. Some exceptionally lazy or cruel clan leaders will simply fabricate a reason to mark a child as guwandi, stripping them of their clan and gender, and sentence them to exile. This can have unintended consequences however, as the action can be contested within the jurisdiction of the Clan&#039;s local Lord and harsh penalties are imposed for cases in which it can be proven the exile was baseless.&lt;br /&gt;
&lt;br /&gt;
*In rural or Th’akhish regions like Tza’an, where the realities of clan survival often take precedence over custom, succession is tied less to gender and more with ensuring healthy children and a robust, able-bodied family. Yet even though harsher, rural life creates greater consequences for meddling in succession, there are still those who will risk much to improve their standing. Leadership typically passes to elder warriors unless they are deemed unfit. If a proposed heir’s existing or planed union would be unlikely to produce offspring then they will often be passed over for a more favorable candidate. A common tactic is to raise concerns regarding an heir’s ability to protect their clan or cast doubt on their health or virility. More recently, there have been recorded examples of unwelcome heirs being assigned to patrols in the wastes in hopes that exposure and radiation will lead to clear signs of weakness and that they might be removed from possible consideration. These schemes are not only dishonorable but also detrimental to the health of the clan and are punished harshly if discovered.&lt;br /&gt;
&lt;br /&gt;
A number of Unathi communities that are technically no longer part of the Hegemony still cling to a hierarchical clan structure and the succession of leadership will sometimes be decided by traditional methods. Some details may differ, but it is not uncommon to see similar tactics as those in the Hegemony used to influence succession and other clan decisions. &lt;br /&gt;
*In the Queendom of Sez-Hakh, for example, succession is matriarchal and falls to the eldest healer child. Due to the necessities of survival after the Contact War the lines separating genders have blurred significantly but abuse of gender culture still occurs. Though aging, Queen Lazak still rules with considerable power and her wishes are reflected in the attitudes of the ruling ladies. Stigma against warrior rule continues to linger and advocates of greater warrior influence are quietly stifled.&lt;br /&gt;
*Communities that have more exposure to human influence tend to allow for all three genders in the rules of succession and gaming the system in these instances requires more finesse. For instance, it&#039;s generally accepted that a warrior is the preferred clan leader during wartime. If a clan leader wished for their warrior child to succeed them, they may initiate a clan war or blood feud prior to stepping down and allowing their warrior children to ascend. The reverse can also be true, and a clan leader might reach out to rivals to begin talks of reconciliation before stepping aside for healer or fisher claimants.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Contracts and Customary Law&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deep ties gender has within Unathite culture can also be exploited when resolving contracts and disputes. Often this can take the form of discrediting someone’s suitability for a job, an inferred inability to complete work, and breaches of contract where gender is pertinent. Contract manipulation is common and Mazjivsa scribes are customarily retained to ensure proper resolution where possible. They are familiar with popular ploys to either nullify contracts or collect compensation for failure to fulfill obligations and other violations.&lt;br /&gt;
&lt;br /&gt;
One particularly infamous case is widely taught to new scribes during apprenticeship; a contract was created to provide a lord with twenty skilled fishers (engineers) for the construction of new perimeter walls around his compound. Once the crucial process of sinking the foundations and construction of the lower levels was done, progress on the project began to slow and then cease as the fishers were constantly arguing, accusing one another of sabotaging their work, insulting their clan, and myriad other minor slights which climaxed in a spontaneous battle; one worker dead, and two with serious injuries. The lord claimed “they were clearly better suited to spears than tools,” and demanded that the contract be nullified and that half of what he paid be returned in addition to punitive payments stipulated in the contract for the breach. Initially the restitutions were made and the construction of the walls was finished by the lord’s own specialists. It wasn’t until later when a Zo’kaa investigated the incident that the funds were returned and the Lord’s involvement was made known. Under contract from the construction guild, the Zo’kaa uncovered the reason for the change in the fishers’ attitude; an agent, part of the twenty fishers from the guild, had been paid to bring the workers under scrutiny. Once work on the base of the walls was complete, the rest was markedly simpler and cheaper. The lord would have paid less than half the agreed upon amount in the end. Diligent scribes will formalize contract specific processes to resolve potential gender related breaches but this relies on the skill of the scribe hired and is by no means a complete solution.&lt;br /&gt;
&lt;br /&gt;
Other examples of contract manipulation include marriage and betrothal contracts. These contracts often stipulate the genders of the couple and allowances made for surrogates of children, the “Marriage Price”, and additional considerations. If the gender of one party shifts, either naturally or by design, the contract can be nullified and recompense paid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mazjivsa Manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These scribes, predominantly fishers, are trained to provide counsel in matters of contract negotiation and resolution. Since the collapse of the Mazjivsa guild and the removal of its oversight, some unathi declare themselves Mazjivsa without the proper training and are exiled if discovered. This precarious position can be exploited, and some scribes will find their gender scrutinized if someone stands to gain from the lack of their guidance and expertise.&lt;br /&gt;
A well-known example of this occurred in Skalamar, 2466; a Mazjivsa of clan T’szel was contracted to review agreements made between a local lord and his client. He would not be bought and so the lord began claiming T’szel was an illegitimate scribe and fraud. Enraged, the Mazjivsa demanded a duel so that he might defend his honor. Surprisingly, he was able to draw first blood against one of the lord’s sons, but his victory was used as proof that he was more warrior than fisher. The lord succeeded in having him removed from the contract negotiation, although he was spared exile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Marriage and Relationships ===&lt;br /&gt;
Relationships for Unathi hinge on responsibility for both involved as most marriages before the Contact War relied on clan leaders arranging marriages to secure alliances. &#039;Dating&#039; has only recently been available to young Unathi and is a foreign concept to most above their late-20&#039;s in age. A Unathi trying to ignore the ritual of arranged marriage is a great insult to both clans involved, which at worst could lead to a blood feud or war. &lt;br /&gt;
&lt;br /&gt;
Clan alliances are formed when two clan leaders mutually decide upon two Unathi to marry and, depending on who is chosen, certain gifts are expected to be bestowed on the allied clans. When the marriage is proposed, a discussion about which Clan Name will be taken arises. This is done through a form of &#039;bidding war&#039;, where one clan must &amp;quot;buy&amp;quot; the right to keeping the name over the other by giving money or resources to the other clan. Marriages may sometimes end up canceled due to both sides refusing to give up their clan name, and in the worst cases, it has led to duels or even wars fought over who has the right to keep the titles.&lt;br /&gt;
&lt;br /&gt;
Surrogates can be called upon for a marriage that cannot fulfill their duty to have children; however, they must be from a member of one of the Clans. Upon the hatching of a hatchling, the expectation most often is that husbands will raise the boys, and wives will raise the girls. If there is only a husband or wife, more traditional Sk&#039;akh families will choose to have another Clan member raise the hatchling up through their expected path.&lt;br /&gt;
&lt;br /&gt;
Same-gender relationships and marriages are largely accepted, with little cultural or religious stigma against them. In more isolated rural clans or among Wastelanders, however, unions that cannot produce hatchlings are often strongly discouraged, particularly under the doctrine of the Si&#039;akh faith. &lt;br /&gt;
&lt;br /&gt;
=== Religion and Spirituality ===&lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world.&lt;br /&gt;
&lt;br /&gt;
==== Th&#039;akh ====&lt;br /&gt;
The most pervasive and common religion amongst Unathi. It dates back even before the First Hegemony and, as a byproduct of Unathi stubbornness, has remained central to Unathi spiritualism. The basic concept of Th&#039;akh is that all the spirits of past Unathi now reside in the spirit world that exists in tandem with the material world. These spirits exist in objects and nature - bringing either good luck or sorrow. Particularly nasty natural disasters were often attributed to particularly strong groups of spiteful spirits influencing events in the material world. Th&#039;akh, due to its widespread pervasiveness, has a multitude of forms: ancestor veneration, polytheism (worshipping groups of specific and powerful spirits), and almost witch-like spiritualism are just some of the denominations found among this religion. However, Th&#039;akh almost always has the same group of tenets, which can be found [[Th&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
==== Sk&#039;akh ====&lt;br /&gt;
The second most common religion, which is followed mostly by Unathi from the Izweski Nation, and enjoys a status as its unofficial state religion. It still follows the ancestor worship of Th&#039;akh, but with a major notable difference: the spirits of all Unathi who die become part of Sk&#039;akh, the Great Spirit. Sk&#039;akh is a gender-neutral God, being called &#039;he&#039; or &#039;she&#039; interchangeably to represent that Ska&#039;kh is a collection of all Unathi. She is often called Three of One because the spirits combine into three minor aspects that are all part of Ska&#039;kh: the Warrior, the Healer, the Fisherman. These three spirits are personifications of the most important aspects of Unathi society. It is said that all three are equally important and that disasters are caused by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of the spirit as well as in society and personal life. Sk&#039;akh&#039;s dogmatic doctrine can be found [[Sk&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
Emerging from the hatred of former warriors, the Aut&#039;akh are a cultish offshoot of Th&#039;akh, comprised of cybernetic-augmented Unathi. They argue the flesh is weak, and something new must be sculpted in its place to strengthen the mind. In the relative safety of their communes scattered across various towns, planets, and systems, they know a rough life, but one easier and more spiritual than those of the cities, they believe. The Aut&#039;akh have yet to truly attain their perfect leaderless society, as their own supposedly-defeated prejudice still runs in quiet circles within communes; meanwhile, society often rebukes and ridicules these fanatical trans-speciests. Their lives are gently guided by the shamans or &amp;quot;paradigms,&amp;quot; which act as the religious advisors and sometimes too the biomechanical engineers of these communes. Aut&#039;akh preach the Contact War was the result of sinta being so consumed by the demons within them that they brought the world to ruin, and all powers, whether that of a government, major religion, or corporation, are inherently corrupt due to the influence of evil spirits. The heathen&#039;s lifestyle and struggles can be found [[Aut&#039;akh|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh, due to their radical views on unathi society and society as a whole, are often associated with anyone who breaks tradition. In light of this, Unathi started to develop behaviors and society learned to hate communes and their denizens.&#039;&#039;&#039; Anyone caught being unfaithful to their spouse, in a non-monogamous relationship, rebuking their clan, having a prosthetic, or even talking about their discontent with the Hegemony or other rulers was accused of being an Aut&#039;akh. The term to most became synonymous with anyone who was a perceived troublemaker or heretic, more so than even Si&#039;akh.&lt;br /&gt;
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==== Si&#039;akh ====&lt;br /&gt;
Born from the fires of the Contact War, Si&#039;akh is a radical Sk&#039;akh heresy that has rapidly spread across the Wasteland. It is lead by charismatic former Sk&#039;akh priest Juzida Si&#039;akh, who claims to be the Messiah for all Unathi. The doctrine claims the Contact War to have been the Final Judgement for the Unathi species caused by their innate wickedness. He claims that all Unathi that died in the &#039;cleansing fire&#039; of the atomic weapons were given salvation, and all Unathi that survived are damned to remain trapped on the Hell of Moghes unless the species and Moghes are rapidly purified. The movement has come into immediate conflict with the orthodox Sk&#039;akh church due to Si&#039;akh claiming it to be completely illegitimate. Its followers are ruthlessly hunted down by the Maraziite Order and many of its followers are fleeing into human space as they try to find personal salvation. Their doomsday cult has [[Si&#039;akh|strict and ascetic principles]] to help Unathi obtain a chance at salvation.&lt;br /&gt;
&lt;br /&gt;
=== Moghean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Moghes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
Moghean Unathi are traditional Unathi with the planet being their homeworld. Historically culture varies across clans that exist on the planet, but some customs and norms can be found nearly universally in Unathi society.&lt;br /&gt;
&lt;br /&gt;
It is a social faux pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally, a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to touch their tail or at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Honor and combat are seen as a man&#039;s realm, and women are not held to the same standards of honor. Women are instead expected to be elegant, learned and regal; while fishers are expected to be industrious, faithful and dedicated.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans or priests often remain the only source of education for rural young Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Ouerean Society ===&lt;br /&gt;
&#039;&#039;See also: [[Ouerea]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the Izweski Unathi of Ouerea follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humans. Their cultures have managed to influence Ouerean Unathi, embedding different cultural norms that are not found elsewhere. There is a focus on individualism and younger Unathi shy away from the usual responsibilities held to Unathi toward their clans. There is still a struggle with a highly stratified society, but things are moderately progressive compared to Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouerea, with cities and major locations labelled.]]&lt;br /&gt;
&lt;br /&gt;
The original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant homeworld tearing itself apart in war. Unathi on Ouerea became enamored with the broad ideals of democracy and finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony proved difficult as both planets had to reconcile these cultural differences. It still remains a minor division among these Unathi to this day.&lt;br /&gt;
&lt;br /&gt;
Ouerean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from Human and Skrell art. Many Ouerean Unathi have become renowned glassmakers and craftsmen. The greater access to Human and Skrell universities, many of which still operate on the planet, also give Ouerean Unathi greater chances to work in Human and Skrell systems. &lt;br /&gt;
&lt;br /&gt;
=== Non-Izweski Unathi ===&lt;br /&gt;
Unathi of the Hegemony’s territories — the Izweski Hegemony itself, Ouerea, or any of its many colonies — require consent from their clan Lord to make their way out into the greater galaxy, as listed [[Guide to Citizenship#Izweski_Hegemony|here]].&lt;br /&gt;
&lt;br /&gt;
Those that come from outside of the Hegemony and Dominia usually have no official means of recognized citizenship. Wastelanders, privateers, Guwan, and other Unathi must apply for a work visa where they are traveling in order to reside there. This of course carries risks with it: if a Unathi is seen as being problematic, whether committing crimes and misdemeanors or just not living up to the job they’re working, they may have their visa stripped and end up deported to the Hegemony. The Izweski Hegemony does not explicitly ask for these Unathi, especially seeing how they are usually &#039;undesirable&#039;. As there are no officially recognized governments on Moghes besides the Izweski, however, deported persons get sent there. Guwan and Gawgaryn that manage to make their way out of the system to places such as Biesel will face harsh punishment if this happens, so they are the most incentivized to put on their best outward face.&lt;br /&gt;
&lt;br /&gt;
=== Unathi Physiognomy ===&lt;br /&gt;
&lt;br /&gt;
Khaniazwazi, also known as Unathi Physiognomy to outsiders, is a science dedicated to the study of Unathi physical profiles and the deduction of their character from such things. While certainly not new in Unathi history, it has been going through a rebirth in popularity as more resources have been dedicated to the study of Unathi biology and its appearance, to make up for what was lost with the Contact War.&lt;br /&gt;
&lt;br /&gt;
The validity of such a science is discussed, even among strictly professional fields, and it is no surprise that many individuals and groups have been using this field as a pretext to discriminate against other Sinta, or as a way to make a quick buck from more naive Unathi. Putting these aside however, there are still many variants of Khaniazwazi being practiced, depending on the area, with different interpretations of physical attributes. Generally, however, Khaniazwazi takes into account scale colouration, horns, frills, crests and facial structure; and in some rarer cases, smaller details such as wrinkles, scars, etcetera.&lt;br /&gt;
&lt;br /&gt;
== Politics and Factions ==&lt;br /&gt;
Moghes is divided between the Izweski Hegemony and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However, with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership, many institutions of non-Hegemonic government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.]]&lt;br /&gt;
&lt;br /&gt;
=== Izweski Hegemony ===&lt;br /&gt;
&#039;&#039;See also: [[Izweski Hegemony]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Honour, fire, burn thy fear.&amp;quot;&#039;&#039; - The ancestral motto of Clan Izweski, circa early 20th century&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Izweski Clan is led by Clan Leader [[Notable_Unathi#Not.27zar_Izweski|&#039;&#039;&#039;Not&#039;zar Izweski&#039;&#039;&#039;]], a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated by his son and Not&#039;zar&#039;s brother. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is best thought of being the Emperor, and under him are the Overlords, who are the Kings. Under the Overlords are the Lords, who are then broken up between the Clan Lords, and then the Clan Leaders. Clan Leaders are a mostly ceremonial title and make up (usually) the eldest male ruler of a specific family clan.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar&#039;s father, Hegemon S&#039;kresti Izweski, was originally a strong leader of the Izweski clan. Then, after the death of his eldest son in a shuttle crash, the old Hegemon fell into a deep depression, to the point of becoming comatose in the Izweski citadel. After a succession crisis, Not&#039;zar took his place as the Regent and heir for three years, over that time developing the Hegemony into a stable empire. &lt;br /&gt;
[[Image:Minimap hegemony.png|thumb|A closer image focusing on the factions surrounding the Izweski Hegemony&#039;s territory.]]&lt;br /&gt;
&lt;br /&gt;
Three years later, the Hegemon awoke and took back to the throne, however on his tour to get reacquainted with everything, he was spurred into madness and cursed by &#039;&#039;&#039;Juzida Si&#039;akh&#039;&#039;&#039; which resulted in a civil war to dispute his claim to the throne. In an attempt to destroy his enemies, the old Hegemon attempted to orbitally bombard an enemy city. To stop this dishonorable act, his third son Z&#039;krazi Izweski the Kinslayer assassinated the Hegemon, and after Not&#039;zar&#039;s victory in the Battle of Three Hills the civil war ended.&lt;br /&gt;
&lt;br /&gt;
Now, Not&#039;zar is the Clan Leader, Overlord of Moghes, and Hegemon of the Izweski Hegemony. Despite his severe physical handicap forcing him to walk with a cane, many noblemen have made him an ally, especially including the Guilds who enjoy his globalist attitude.&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kinds of major lifestyles in the Izweski Hegemony. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy. Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once-fertile lands.&lt;br /&gt;
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=== Queendom of Szek’Hakh ===&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Refuse to break.&amp;quot;&#039;&#039; - Pre-Contact War Szek&#039;Hakh clan motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. &lt;br /&gt;
&lt;br /&gt;
For those living in the Queendom, the gender roles of Unathi are inverted, and many of its people thusly struggle to find opportunities on Moghes and seek employment in Tau Ceti - with the Queen even making connections with pirates, Dominians, and Tajaran smugglers to get her people safely out of the dangerous Wasteland. The Queen is kind under her witty and straightforward attitude, and despite stereotypes, does not actually hate men.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh clan&#039;s settlement of &#039;&#039;&#039;Yu&#039;kal&#039;&#039;&#039;, originally headed by the Queen&#039;s husband, was built around a cluster of small lakes and focused on aquaculture. When the Contact War&#039;s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The widowed Lazak Szek’Hakh convinced the shell-shocked and wounded survivors of her clan that she was the only one capable of ruling during this terrifying time, and had taken control of a sizable region of the Wasteland east of Mudki around Yu&#039;kal. &lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. Eventually, Szek’Hakh consolidated control of her clan and the settlement, taking matters of survival into her own hands. As the Wasteland engulfed Yu&#039;kal&#039;s lakes, she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathite gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publicly exiled as a Guwandi, and a mob of angry women stormed the nobleman&#039;s estate to &#039;duel him for his dishonor&#039;. This act put the matriarch in the spotlight, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski-leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Sk&#039;akh|Sk’akh Church]], the Izweski, and the Wastelander factions - however she is often too straightforward to get far. Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, Not&#039;zar pushed forward terraforming efforts to expand these green yet hostile oases. &lt;br /&gt;
&lt;br /&gt;
{{Template:UnathiCustomaryLaw}}&lt;br /&gt;
&lt;br /&gt;
== Notable Information ==&lt;br /&gt;
&lt;br /&gt;
=== The Guwandi ===&lt;br /&gt;
In the event that a Unathi becomes terminally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwandi are not an option on the Horizon,&#039;&#039;&#039; yet may be a way in which a character becomes retired, barring [[Traitor|extreme circumstances]].&lt;br /&gt;
&lt;br /&gt;
=== The Guwan ===&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely. &#039;&#039;&#039;To no longer be a Guwan, a Unathi must have an upstanding citizen decide to represent them, and then they must both go to court to explain how the Guwan can return into society under a new clan name, be adopted into another clan, or return to their original clan (at Clan Leader&#039;s acceptance.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Some Guwans have been forced off of Moghes by their clans with the growing ease of space travel, and NanoTrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwans are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of their clan, or is otherwise estranged with no one to declare them Guwan, then they may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If they are unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwans are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. Because playing a Guwan means you are opting in to being discriminated against by others, a Guwan filing an incident report for anything less than physical assault is a whitelist issue.&#039;&#039;&#039; When in doubt, speak to the Maintainer first.&lt;br /&gt;
&lt;br /&gt;
=== Orphans and Orphanage Guilds ===&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fulfill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for megacorporations, particularly [[Hephaestus Industries]], if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathite city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play an orphaned Izweski on the SCCV Horizon!&#039;&#039;&#039;&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Izweski_Hegemony&amp;diff=36366</id>
		<title>Izweski Hegemony</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Izweski_Hegemony&amp;diff=36366"/>
		<updated>2025-07-12T01:42:20Z</updated>

		<summary type="html">&lt;p&gt;Lent23: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Izweski Hegemony&lt;br /&gt;
 |Shortname = Hegemony&lt;br /&gt;
 |Flag = Moghes_porposal.png&lt;br /&gt;
 |Galatic Position = Position Hegemony.png&lt;br /&gt;
 |Capital City = Skalamar&lt;br /&gt;
 |Capital Planet = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;unathi (Official)&amp;lt;br&amp;gt;Sinta&#039;azaziba&lt;br /&gt;
 |Species = 68% [[Unathi]]&amp;lt;br&amp;gt;14% [[Vaurca]]&amp;lt;br&amp;gt;10% [[Dionae]]&amp;lt;br&amp;gt;4% Human&amp;lt;br&amp;gt;2% [[Skrell]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Religion = 57% [[Sk&#039;akh]] (Official)&amp;lt;br&amp;gt;32% [[Th&#039;akh]]&amp;lt;br&amp;gt;6% [[Si&#039;akh]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Demonym = Moghesian, Hegemonic&lt;br /&gt;
 |Government = Absolute Feudal Monarchy&lt;br /&gt;
 |Head of State = Hegemon Not&#039;zar Izweski&lt;br /&gt;
 |Legislature = Consultative Assembly &lt;br /&gt;
 |Upper House = Hands of the Lord&lt;br /&gt;
 |Established = 1994&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, fire, burn thy fear&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Ancestral words of the Izweski Clan&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Izweski Nation&#039;&#039;&#039; and the &#039;&#039;&#039;Third Hegemony of Moghes&#039;&#039;&#039;, is the primary Unathi nation of the Orion Spur - a feudal empire in the Badlands ruled by a monarch known as the Hegemon. The nation is made up of hundreds of land-owning noble clans and their vassals, of which a few dozen are major influencers in the Hegemon&#039;s politics. The Hegemony is ruled by the Izweski Clan, whose current head is Hegemon Not&#039;zar Izweski, First of His Name. The Hegemony is new to the interstellar stage, and has suffered from various growing pains as it attempts to expand into a Spur dominated by humans and Skrell while attempting to resolve the ongoing ecological collapse of their homeworld.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
== Population and Planets ==&lt;br /&gt;
&#039;&#039;See also: [[Notable Unathi Colonies]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Moghes]]&#039;&#039;&#039; is the Unathi homeworld, and the capital of the Izweski Hegemony. It is one of three inhabited planets in the [[Uueoa-Esa]] system. It once bore a similarly diverse climate to Earth, but the large-scale nuclear exchange in the late 2430s known as the Contact War has rendered nearly sixty percent of the planet&#039;s service an inhospitable Wasteland. The politics and economy of the Hegemony are centered around affairs on Moghes, with the vast majority of Hegemony nobility being concentrated there. Due to the Contact War, Moghes is undergoing an ecological collapse, which the Hegemony has invested billions of credits&#039; worth of manpower and resources into staving off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ouerea]]&#039;&#039;&#039; is the fourth planet from Uueoa-Esa&#039;s star, and the first colony established by Unathi. It was colonized in 2390, fourteen years prior to first contact with humanity and the Skrell, who both invested heavily in colonial development. During the Contact War, a joint provisional government was established by the [[Sol Alliance]] and the [[Nralakk Federation]], which was dissolved following Hegemon S&#039;kresti&#039;s demand for its return. The Ouerean people had grown used to democracy, however, and did not take kindly to the restoration of feudalism. This would boil over in 2460, in the event known as the Ouerean Revolution, which would result in the death of the reigning Overlord Yiztek and the establishment of a semi-democratic government. Ouerea is home to large human and Skrell populations in addition to the Unathi one, and a unique multicultural society has developed there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tret]]&#039;&#039;&#039; is the second planet from Uueoa-Esa&#039;s star, and is largely a barren and uninhabitable world. It remained unexploited until 2459, when the [[Vaurca|Vaurcae]] of the K&#039;lax Hive arrived in the system. After a long period of negotiation, the K&#039;lax agreed to swear allegiance to the Hegemony, and the High Queen Z&#039;kaii was granted the title Overlord of Tret. Tret has become the new homeworld for the K&#039;lax, with few non-Vaurcae dwelling there due to its uninhabitable conditions. Since their arrival, the K&#039;lax have transformed it into a massive industrial center with the help of [[Hephaestus Industries]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gakal&#039;zaal]]&#039;&#039;&#039; was initially a [[Tajara|Tajaran]] colony, occupied by the Hegemony in 2455. The Unathi, with the help of Tajaran collaborators, began to restructure the society present into the Izweski model of feudalism, while the guilds engaged in widespread economic exploitation of the planet&#039;s people and resources. In 2462, with the aid of the [[Democratic People&#039;s Republic of Adhomai]], the Tajara of Gakal&#039;zaal engaged in a successful insurrection, driving the Hegemony from the planet and electing to join the DPRA. The Hegemony has since been content to ignore Gakal&#039;zaal as an embarrassing failure, though it has never formally cede its claim to rulership of the planet.&lt;br /&gt;
&lt;br /&gt;
Many further colonies have been established by the Hegemony across the Badlands and Sparring Sea - in part due to the massive refugee population on Moghes following the Contact War. Ranging from food production to mining colonies to military outposts, these colonies are scattered far and wide across the region - though the phoron scarcity has made it much harder for the Izweski Navy to protect them from the ever-constant threat of pirates, warlords, and raiders.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
The Izweski economy is centered around the [[Unathi Guilds|guilds]], which for centuries have largely controlled the economy of Moghes. Many of the major guilds adapted rapidly to the interstellar age, with the Miners&#039; Guild and Merchants&#039; Guild in particular rapidly expanding operations across the Spur. In 2465, the phoron scarcity led to a full-scale economic depression which resulted in the bankruptcy of the Merchants&#039; Guild and several others rapidly declining. Only the intervention of [[Hephaestus Industries]] prevented a total economic collapse, as the megacorporation rapidly bought out all major remaining guilds, establishing itself as a near-total monopoly in the nation. No other megacorporations operate to any serious degree in the Hegemony, with Hephaestus working tirelessly to keep out its competitors.&lt;br /&gt;
&lt;br /&gt;
In the modern day, Hephaestus and the Hegemony are almost unbreakably tied together, with the vast majority of former guild members now being Hephaestus employees. Guildmaster Yukal T&#039;zakal now sits as an equal above the Board to CEO Titanius Aeson, and the megacorporation has invested enormously in projects across the nation. Though the megacorporation remains headquartered on Biesel, its branches on Moghes and Ouerea have rapidly become instrumental to Hephaestus&#039;s power in the Spur. This expansion has not come without consequence, however - anti-Hephaestus Unathi have struck several devastating blows at the corporation, with the terrorist organization known as the Champions of Moghes almost killing Titanius Aeson in late 2465. Rival corporations such as [[NanoTrasen]] and [[Zavodskoi Interstellar]] are often suspected to be linked to this terrorist activity - though so far, no proof has been found as to their involvement.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
&lt;br /&gt;
The Hegemony is a major exporter of raw resources throughout the Orion Spur, estimated to produce nearly a third of the Spur’s plasteel and borosilicate glass supply. The aid of K’lax technology and Hephaestus investment has rendered the nation an industrial powerhouse on the interstellar stage, which has become the new basis of the Izweski economy. Due to the strict control of the Hegemony’s government over trade, all of this flows through [[Moghes]], with outlying colonies and stations shipping their products back to the homeworld to be sold and exported across the stars, with nearly every nation in the wider Spur importing Izweski raw materials to some degree or another. Prior to the economic depression of 2465, this was primarily the provenance of the [[Unathi_Guilds#Merchants_GuildMerchants’ Guild]] and [[Hephaestus Industries]] - but following the bankruptcy of the Guild and the ascension of Hephaestus to near-total control of the Unathi Guilds, the megacorporation now handles almost all exports from Izweski space. &lt;br /&gt;
&lt;br /&gt;
Though the Hegemony exports to nearly everywhere in the Spur, its major trading partners are the [[Republic of Biesel]], the [[Empire of Dominia]] and various member-states of the southern [[Coalition of Colonies]]. Prior to the Solarian Collapse, the [[Sol Alliance]] was also an importer of Izweski goods via Hephaestus, but the dangers of the [[Human Wildlands]] have made trade between the two nations difficult. Aside from raw resources, the Hegemony also frequently exports Unathi luxury goods such as xuizi juice to nations with sizable Unathi populations - primarily the Republic of Biesel and the Empire of Dominia.&lt;br /&gt;
&lt;br /&gt;
Due to their navy’s reliance on bluespace travel, the Hegemony was at one point a large-scale importer of phoron, purchasing the rare substance from both the Republic of Biesel and [[Republic of Elyra|Serene Republic of Elyra]]. Following the beginning of the phoron scarcity and subsequent economic recession, however, phoron imports have near-entirely ceased. Aside from this, however, the Hegemony does not import much - luxury goods for the wealthy and the nobility being its primary import in the modern day.&lt;br /&gt;
&lt;br /&gt;
Though the Hegemony’s colonies do not export due to the national policy, the world of [[Ouerea]] is of note - providing most of the food required to sustain Moghes following the nuclear devastation of the [[Contact War]]. The colony has obtained a key role in the Hegemony’s economy, and with that comes less-than-legitimate trade, with many smugglers choosing to dock in Ouerea to sell and buy their ill-gotten gains. Addictive koko bars from the world of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha&#039;zana]], weapons of the kind illegal in Hegemony space and cybernetics shipped to the planet’s [[Aut&#039;akh]] communes can all be found traded by smugglers - human, Unathi and Skrell alike, with some Tajara smugglers also seeking to trade in the system. Human and Skrell goods are also often imported to Ouerea, granting the alien population of the planet some of the comforts of their homeworlds.&lt;br /&gt;
&lt;br /&gt;
=== Currency ===&lt;br /&gt;
The official currency of the Izweski Hegemony was the &#039;&#039;&#039;Ziki&#039;&#039;&#039;, a fiat currency issued by the Izweski Reserve Banking Guild for several centuries. Following first contact, the Solarian credit was also accepted, and the nation began to transition towards Solarian currency as the national reserve. In 2463, the Hegemony adopted the Biesel Standard Credit as its reserve currency, as it was believed that it was the most stable option following the collapse of Sol. Bieselite currency remained concentrated in the hands of wealthy guildsmen and nobles, with peasants still using Ziki or operating off a barter system - though with the massive expansion of Hephaestus, the credit has rapidly become the most popular currency in the Hegemony.&lt;br /&gt;
&lt;br /&gt;
=== Mercantilism ===&lt;br /&gt;
&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony. All goods flow from the colonies to Moghes, which are then sold to the wider galaxy after the Izweski take a cut.&lt;br /&gt;
&lt;br /&gt;
Following the bankruptcy of the Merchants&#039; Guild and the absorption of most major guilds by Hephaestus, the mercantilist economy has changed - though not as much as one might suspect. Though the production of the Guilds now flows through the megacorporation, and it holds a generous charter, the law still holds - goods are shipped back through Uueoa-Esa, and the Hegemony receives a very generous cut - which may well help them in emerging from their recent years of economic depression.&lt;br /&gt;
&lt;br /&gt;
==Politics and Government==&lt;br /&gt;
The Izweski Hegemony, in the past and present, is ruled by a single monarch - in the modern day, the &#039;&#039;&#039;Hegemon Not&#039;zar Izweski.&#039;&#039;&#039; The Hegemon rules over the entirety of the land and populace, including the nobility. While the Hegemon&#039;s power technically overrules that of the nobility, the influence each actor has on each other is in constant flux. In some ages past, the Hegemon has been little more than a figurehead, whose nobles would depose them at the slightest hint of overreach, while other Hegemons have bent their vassals to their will through cunning politics. In the modern day, the Hegemon has faced a great deal of stress, with the guilds, nobility, the Church and alien actors all pushing against one another - it is a testament to Not&#039;zar&#039;s reign that he has managed to balance these forces, and increasingly centralized the power of the Izweski over their vassals.&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
The Izweski Hegemony is a feudal society, where all power is technically held by the Hegemon, who delegates that power to vassals. These vassals will then delegate power to their own vassals, working down from the interstellar level to individual towns and clans. Currently, Not&#039;zar Izweski has made an ally of many of his vassals, with his globalist attitude having made allies among the guilds and those nobles who seek further wealth from the wider Spur. More traditional or isolationist nobles have often found themselves opposed to Not&#039;zar, however - with Lord Juyzi Izaku of Mudki having threatened rebellion several times, and Overlord Azui Hutay&#039;zai having almost done so over Hephaestus&#039;s presence in the economy.&lt;br /&gt;
&lt;br /&gt;
Under the Hegemon directly are Overlords - appointed directly by the Hegemon to rule vast regions of the Hegemony. Currently there are five Overlords - three on Moghes, one on Ouerea, and the [[Zkaii, The Sleepwalker|High Queen Zkaii]] acting as Overlord of Tret. Overlords oversee their own Lords, who rule different provinces of their territory. All Lords and Overlords also equally swear fealty to the Hegemon and only the Hegemon, making them technically all his direct vassals. A province may be an entire planet&#039;s development or one sprawling city metropolis depending on the population and settlement sizes of the province. Lords then appoint Clan Lords for different city districts, towns, and swathes of sparse rural lands. Cities are typically run by a Clan Lord (or even a Lord, should the city be large enough) and a small council of lesser clan leaders (or Clan Lords, in the case of a ruling Lord). At the bottom are the clan leaders. Clan leaders are usually the eldest ruler of a specific family clan, and clan leaders are often the most ruthless schemers of the noble ladder.&lt;br /&gt;
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Lordships are inherited, with specific rules of succession varying from region to region. The position of an Overlord is traditionally inherited, but legally is the sole province of the Hegemon, who can strip or appoint new Overlords at any time. There are some exceptions to this rule - the contract between the Izweski and the Hutay&#039;zai clan of Tza dictates that the title of Overlord shall remain within the Hutay&#039;zai, in exchange for their renouncing of the former Kingdom of Tza. The contract between the Izweski and K&#039;lax has a similar point, dictating that the title of Overlord of Tret shall belong to the High Queen of the K&#039;lax so long as the Hive remains a loyal vassal.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Hands of the Lord====&lt;br /&gt;
A wise ruler knows where he is lacking wisdom and hires an expert to consult him. It is this idea that led to the formation of Hands of the Lord, a fixture in the world of ruling nobility. Theoretically, the Hands of the Lord supplement lackluster skills a ruler may have and offer an expert perspective on issues. In reality, the Hands of the Lord are merely a vessel for which the powerful under the ruling nobility can gain influence and be encouraged to use it for the betterment of the realm and themselves. It is seen as a high honor to be appointed as one of the Lords Hands— both for an individual and for their whole clan. Hands of the Lord will be called &amp;quot;Hand of the [Title of their lord]&amp;quot;. For example, Not&#039;zar&#039;s hands are called the Hands of the Hegemon.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== The Master of Rivers =====&lt;br /&gt;
In charge of overseeing the economic aspects of a lord&#039;s land, the Master of Rivers reads aquaculture and fishery reports, negotiates with guilds, and safeguards the money that continues to flow into the coffers of the realm. The Masters of Rivers are arguably one of the most important Sinta in a realm with their control of the most precious resource of all, the treasure and food. Despite this importance, they are normally not of the same clan as the ruler. They are usually from clans which have a heavy hand in the industry or food production of the realm, whether it be aquaculture, or heavy industry. This is viewed by most lords as a concession to their skilled workers and is always a point of pride for a clan if one of their own is selected. Gender does not matter for the title, though they tend to be predominantly male anyway.&lt;br /&gt;
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===== The Lord’s Claws =====&lt;br /&gt;
The Lord’s Claws is a Lord’s Hand who is well versed in military matters, offering strategic advice to their lord. Lord’s Claws are most commonly a part of the same clan as their lord, if not they are married to a suitable clan member as quickly as possible, and brought into the fold. Due to the militaristic nature of many Unathi realms pre-Contact, a clan survived or died by the sword, and advice on military matters needed to be untainted by potential corruption and trusted beyond doubt. The not-so hidden message in marrying the Lord’s Claws into the clan was that if the clan failed in war, he would be executed along with all the other members who could not escape. However, a Lord&#039;s Claws must not only assist in wartime, but ensure peacetime is kept. Nearly all Unathi lords still follow the tradition of having their Claws conduct diplomacy in their name, striking agreements with rival clans and lords, and warding off bloodshed for as long as possible. There are no female Unathi of this title in the Hegemony.&lt;br /&gt;
&lt;br /&gt;
===== Spymaster =====&lt;br /&gt;
A coveted position amongst women in the Hegemony, the Spymaster is a spider spinning and untangling webs of secrets and intrigue, safeguarding their lord both against scandal, and assassination. Spymasters also keep tabs on the local population for their lord, silencing dissent and ensuring loyalty. Lies, plots, and secrets are the bread and butter of spymasters, and those who have mastered the position are viewed by others with a certain weariness, afraid they might turn on them one day. Spymasters within the Hegemony are only women.&lt;br /&gt;
&lt;br /&gt;
===== Court Shaman =====&lt;br /&gt;
A position originally started by the more political Sk’akh religion, it has since been adopted by Th’akh nobles as well. The primary responsibility of the court priest is to offer spiritual advice to their lord and to cement the political and cultural importance of religion. Secondarily, Court Priests have a duty to help the faithful bring their grievances to their lord and tend to the connection between the ruling nobility and their subjects. People in this position tend to be men, though Th’akh’s adoption of the practice, as well as the rare female Priest of the Aspect, has seen some women participating in the role.&lt;br /&gt;
&lt;br /&gt;
===== High Speaker =====&lt;br /&gt;
A newer position, the High Speaker&#039;s primary job is to work in the noisy and complex world of public relations for their noble. Very few ruling nobles have a High Speaker as one of their Hands, either relying on their spymaster for knowledge of what others think of them, or do not deem public relations as important to their management of their lands. Rulers who choose to incorporate a High Speaker as one of their hands tend to be more predominant within their larger realm, such as one of the two Overlords within the Hegemony, or have lands whose industry relies heavily on skilled guildsmen who cannot be ordered around as simply as peasants. Gender does not matter for high speakers, and few nobles even have an alien high speaker should their realm have a heavy mega corporate presence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Politics === &lt;br /&gt;
&lt;br /&gt;
The actual government of the Third Hegemony of the Izweski Nation is a state founded on conflicting principles and a shaky truce between the actors of the government. In the past, the Hegemony was a true feudal monarchy, with the land-owning nobles keeping the power all to themselves — now it is an intricate web of deceit and dictations. &amp;quot;Hegemon&amp;quot; is a queer title, a throne sealed not by a royal bloodline or a divine right, but the law of power. The Hegemon is still the symbolic uniter of Moghes, the civilized ruler over the savages and peasants and lordlings, the dictator of an entire people, but the actual right to the Izweski Nation lies in strength, as intended. The strong rule the weak, and the title of Hegemon, though symbolic and sealed by the government, is won through power and influence. When the ancient Lord Neeziah Izweski slit the throat of the last Hegemon Sarakus, he set a precedent that would act as the nation&#039;s founding principle - the strong rule, and those who cannot challenge them serve.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
&lt;br /&gt;
This has profoundly affected the Izweski Nation&#039;s history: it legitimized conquering forces as a new Hegemon and also delegitimized anyone who was not worthy enough to rule with the title. Each cessation, unification, and civil war in the Hegemony occurred because nobles are not loyal to any specific Hegemon, but to the throne of the nation itself. The fervent honor-culture the Hegemony engages in and promotes is also its greatest destabilizer. This ensures that those who are worthy enough to be the Hegemon are constantly wary to expand their influence and loyalties. If a Hegemon is able to survive his death-prone position by securing his strength, then he is worthy; if a ruler bucks under the accusing nobility, the wealthy guilds, and the foolish masses, then he is not worthy. Nobles are almost encouraged to dissent against their lord, as it tests their mettle. This constant battle within the Hegemony is a breeding ground for honorable zeal and has led to the Hegemony&#039;s combined interest in colonization and forays into the Orion Spur, so that the nobility and the Hegemon may grow in power (against each other). Such expansion and imperialistic attitudes are a means of keeping the populace in check; should peasantry engage in the system, then they may see a promotion in rank and honorifics by moving through the castes.&lt;br /&gt;
&lt;br /&gt;
The constant battering of the Hegemon by uprising lords and treacherous schemes is its boon and bane for both the nobles and the ruling clan (and the Guilds and the dead Church), but little has been said about the common peasant. It is true that even the rising middle class has little say in their government — the Hegemony is ruled by power, and those who lack it are unable to speak for themselves. Low nobility and commoners are constantly thrown about due to scheme after scheme, skirmish after skirmish between the nobles and the Hegemon. Frustrations against the Hegemony are, for the most part, tolerated, as the people speaking against the Hegemony have little political rights. Once dissenting talks turn into rebellion, however, it is always quickly put down — the Hegemony is quick to consolidate when the have-nots try to rise up. Large-scale revolutions have been prevented by autocratic force, but the clan system also keeps those under them with some influence, enough to keep everyone fed and content. Those who are not so easily tempered by this system in recent years join the [[Aut&#039;akh]] or [[Si&#039;akh]] cults, turning away from any authoritarian force over them and owing to why the system views them as such a threat.&lt;br /&gt;
&lt;br /&gt;
The Hegemon handles the international affairs of the state, as well as curbing the individual powers of the major land-owning nobles. They also directly charter the Guilds - now under Hephaestus - which feeds into their wealth. The internal affairs of the Izweski Nation are built off of a federal system and governed by a feudal hierarchy (though in recent years such a term, &#039;feudal&#039;, seems to conflict with the reformation into a more modern government), from the lowest lord with the worst land to the highest overlord that governs a vast region or an entire colony. Even the highest overlord bows directly to the Hegemon, and controls the taxes, edicts, other parts of their territory. Typically, the middling ranks are filled with the most cut-throat opportunists as lords seek more land and more influence — occasionally, one clan ends up owning the entirety of a territory as a result. The noble in charge of that province thereafter acts as a sort of &amp;quot;local Hegemon,&amp;quot; trying to sort out ambitious nobles and keeping the order. The only difference is that the Hegemon themself is still above the overlord, ready to remove them if they do not kneel in the end. Roughly the same system also occurs in the guilds of the Hegemony, though feuds are over positions and titles, not land and labor.&lt;br /&gt;
&lt;br /&gt;
The Hegemony technically rules over all of Moghes which fulfills the ancient prophecy — anyone, planetside or otherwise, knows this is a farce. The borderlands of [[The Wasteland|the Wasteland]], though settled by nobles and workers, is harried by raiders and poor resource outputs. Once it becomes worthless to expand forward, independent Wastelander settlements crop up, illegal yet existing, and no lord is going to care over a dusty desert village. After one passes the independent once-Traditionalist villages, there lies only sand and the dishonored. The Hegemony, for symbolic and economic reasons, is trying to terraform the Wasteland with the help of the K&#039;lax and Hephaestus, though due to raids, the expanding Wasteland, and the phoron scarcity it has not been profitable besides keeping what Untouched Lands remain intact.&lt;br /&gt;
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==== Hands of the Hegemon ====&lt;br /&gt;
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&lt;br /&gt;
Made up of the most powerful lords from the Hegemon&#039;s nobility, the Hands of the Hegemon advise Not’zar on the everyday affairs of the Hegemony together, ensuring that they are given a fair voice in the affairs of the tate. Each lord or lady fills an important political role, using their influence for the betterment of their people, and speaking on behalf of important interest groups. Many disagree with Not&#039;zar on matters of policy and culture, nevertheless, they continue to serve as his Hands. More information about the specifics of their roles can be found [[Unathi#Hands_of_the_Lord | here.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Rivers:&#039;&#039;&#039; [[Notable_Unathi#Azui_Hutay&#039;zai,_Overlord,_&#039;&#039;Lord_of_the_Wastes&#039;&#039;,_and_&#039;&#039;Izweski_Master_of_Rivers&#039;&#039; | Azui Hutay’zai ]]&lt;br /&gt;
&lt;br /&gt;
The bastion of Traditionalism with the Hegemony and the most traditionalist Hand of the Hegemon, Azui Hutay’zai originally fought for the Traditionalist Coalition during the Contact War under his father, but upon his ascent to the throne of Tza he chose instead to sue for peace, giving up his kingdom in exchange for a position as Overlord and keeping his lands safe from the nuclear war. Since then he has become one of the most powerful vassals in the Hegemony, rising to the position of Master of Rivers on the Hegemon&#039;s council. He believes in the economic policy of mercantilism, limiting imports and maximizing exports, and ensuring that there is little outside influence on the economy. It is for the latter reason Azui sees the status of Hephaestus Industries within the Hegemony as a mistake, and one he must make every effort to correct.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Court Priest:&#039;&#039;&#039; [[Notable_Unathi#Korza_Azandar,_Sk&#039;akh_High_Priest|Korza Azandar]]&lt;br /&gt;
&lt;br /&gt;
Due to [[Unathi_Recent_Events#The_Hegemon_Wakes!_(2461-2462)|political conflict with the church of Sk’akh]], this position was unfilled for four years, with the Sk&#039;akh Archpriests ruling the Church by committee. In 2466, ongoing religious turmoil and the rise of revolutionary faiths such as [[Aut&#039;akh]] and [[Si&#039;akh]] led the Archpriests to finally act, [[Demands of the Three Arc|raising Korza Azandar to lead them]]. Despite past difficulties with the Church, Hegemon Not&#039;zar appointed High Priest Azandar to the traditional position of Court Priest, allowing him to advise the Hegemon on spiritual matters - and firmly solidifying the Church as a political power in the Hegemony once again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord’s Claws:&#039;&#039;&#039; [[Notable_Unathi#Mizaruz_Izweski,_Lord_and_&#039;&#039;Izweski_Lord&#039;s_Claws&#039;&#039; | Mizaruz Izweski]]&lt;br /&gt;
&lt;br /&gt;
A former war hero, Mizaruz was married into the Izweski clan and made Lord’s Claws of the Hegemony shortly after the Contact War. He is utterly loyal to Not’zar, but viewed as an incompetent in strategic military matters by many Sinta. His diplomacy has been viewed favorably however, having managed to avert many crises both within the Hegemony and with other alien empires. He is the primary proponent for the further adoption of the new model war which allowed  the Hegemony its victory during the contact war. He has recommended several reforms, even going so far as to propose a standing army in addition to the Navy, but has been disrupted by more traditionalist elements who still wield considerable power within the military establishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Speaker:&#039;&#039;&#039; [[Notable_Unathi#Seleta_Sarnac,_Lady_and_&#039;&#039;Izweski_High_Speaker&#039;&#039; | Seleta Sarnac]]&lt;br /&gt;
&lt;br /&gt;
A dedicated public relations expert, Lady Sarnac runs the diplomatic arm of the Hegemony, with foreign ambassadors reporting directly to her. She is known to be a rival of Overlord Rokasi Miazso of the Southlands, and has frequently attempted to leverage her position to strengthen her clan&#039;s place in the region. She is also noted for her progressive standpoints, which has earned her the ire of more traditional nobles. She appears at Not’zars side at nearly all public events, crafting his image into one of power and certainty. She has also begun a campaign of propaganda, in an attempt to garner the loyalty of common sinta, particularly guildsmen and peasants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spymaster:&#039;&#039;&#039; [[Notable_Unathi#Hizoni_Izweski,_&#039;&#039;Izweski_Spymaster&#039;&#039; | Hizoni Izweski]]&lt;br /&gt;
&lt;br /&gt;
The only daughter of former Merchants&#039; Guild guildmaster Keicacu Razi, Hizoni rose to prominence when she defeated a murder plot directed at the Hegemon, killing two of the assassins herself and uncovering their paymasters - the disgraced Yiztek clan. Since then she has continued to protect the Hegemon, shoring up his precarious position anyway she can. On May 14th, 2465, she married Not&#039;zar Izweski, taking his name in the process. Little is known about Hizoni Izweski personally - perhaps fittingly for her position.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Consular Officers ===&lt;br /&gt;
A consul&#039;s job in foreign space is ultimately to represent the Hegemony and assist in legal matters for Unathi dealing with both the Hegemony and another government or group. However, a consul&#039;s own secondary objective may depend on their role in society back in the Hegemony. For instance, a Sk&#039;akh priest&#039;s interest outside of navigating legal channels would be promoting the Sk&#039;akh faith in a positive light, making sure Sk&#039;akh believers are not causing trouble, ensuring proper tithes are paid, and similar activities. A guildsman promotes their guild membership and benefits for joining; former healers endorse nearby Houses of Medicine and perhaps make sure a Unathi&#039;s working conditions are safe and healthy, especially in human space.&lt;br /&gt;
&lt;br /&gt;
A Hegemony consular must be a member of a noble clan, though not one who directly rules territory themselves. Open members of the Aut&#039;akh and Si&#039;akh faiths are not permitted to serve as consulars, though some may hold these beliefs in secret. Vaurca Gynes from the K&#039;lax Hive may also act as consulars for the Hegemony, as they are considered to be noblewomen within the feudal system.&lt;br /&gt;
&lt;br /&gt;
=== International Relations ===&lt;br /&gt;
&#039;&#039;&#039;[[Sol Alliance]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Izweski Hegemony worked closely with the Sol Alliance following first contact, but the aftermath of the Contact War and the Solarian retreat from Ouerea saw the two nations grow distant from each other. Though the Alliance maintained an embassy on Moghes, most of its high-ranking staff were recalled during the Solarian Collapse. Since then, the two nations have had little to do with each other, the main exception occurring in 2464 when the Southern Solarian Reconstruction Mandate and the Hegemony jointly prosecuted a notorious Unathi pirate on the planet Visegrad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony has good relations with the Republic of Biesel, with the two nations having numerous long-standing trade agreements and many Hegemonic Unathi working abroad in the Republic. During the [[KING OF THE WORLD|Solarian invasion of 2462]], the Kataphract Guild lent its services to Biesel, with Unathi warriors fighting alongside the Republic’s forces against the renegade 35th fleet. Though phoron imports have slowed since the scarcity began, the Hegemony still exports large quantities of raw materials such as plasteel and borosilicate glass to the Republic via Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While the Hegemony and Empire have occasionally cooperated in the past - the most notable example being the Battle of Youthstone, where a joint Izweski-Dominian force destroyed a major pirate stronghold on the planet Gwim’zala - relations between the two have always been tense. A large contributor to this tension is the ongoing privateering of Clan Kazhkz, who tend to favor targeting Izweski ships due to lingering resentment from the Contact War. As Hephaestus has grown in power in the Hegemony and Zavodskoi Interstellar has grown in power in Dominia, these tensions have notably worsened - with the two megacorporations discreetly attempting to sabotage one another’s efforts in the southern Spur. The execution of two Si’akh priests by the Empire in 2466 has led to the threat of trade sanctions against Dominia, though it remains to be seen if this is anything more than idle diplomatic bluster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elyra|Serene Republic of Elyra]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Elyra and the Hegemony have little formal diplomatic relationship, though a sizable population of Unathi migrant workers are employed by Hephaestus on New Suez. The two nations have had occasional border skirmishes in the past, and though these have ended the relationship between the two remains cold. As tensions between Elyra and Dominia escalate in the Sparring Sea, many in the Hegemony are increasingly concerned of the danger a war between their two main rivals could bring to their own nation, with their navy in little shape to repel a potential attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Coalition of Colonies]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony has no real relationship to speak of with the Coalition. The most notable tie is to [[Burzsia]] via Hephaestus Industries, where many Hegemony citizens have found lucrative employment. Due to concerns of the Hegemony growing into a potential threat to the southern member-states, the Coalition has engaged in several embargoes of the Hegemony in an attempt to diplomatically isolate it - most notably preventing the export of [[Vysoka|Vysokan]] foodstuffs during the recent famine on Moghes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nralakk Federation]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Nralakk Federation was one of two nations to make first contact with the Hegemony alongside the Sol Alliance, and jointly operated the Ouerean provisional government with them. Following Hegemon S’kresti’s demand for the return of Ouerea, the Federation withdrew completely from Uueoa-Esa and had little formal contact with the Hegemony for over a decade, remaining focused on their own affairs. [[New Blades Old Wounds Arc|In 2466, following political upheaval in the Federation and economic difficulties in the Hegemony, the two nations worked to restore their relationship]], signing the &#039;&#039;&#039;Nralakk-Izweski Mutual Prosperity Agreement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This treaty opened trade between the two nations, as well as making provisions for the use of Hegemony ports and stations by the Qukala and sending humanitarian workers to Moghes. Though some Hegemony lords were initially opposed, most public enmity towards the Skrell was silenced after the Izaku Rebellion, with few willing to openly align themselves with the traitorous Lord of Mudki. In the Federation, the Homeworld Traditionalist Coalition has argued against the agreement, though most of the other parties have backed it for their own myriad of reasons. &lt;br /&gt;
&lt;br /&gt;
The two nations have close ties, though trade through the Sparring Sea remains risky due to the presence of pirates, smugglers, and privateers - requiring great effort from both the Qukala and the Izweski Navy to ensure that trade routes remain open. Nevertheless, the agreement has forged a strong bond - and one that seems to promise a new approach to the wider Spur from both nations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony and the People’s Republic have decent diplomatic relations, as the two major non-human powers of the region - the two nations maintain embassies with one another, and their fleets have shared information in order to combat piracy in the Badlands. Relations between the two have occasionally been fraught, however - the PRA denounced the Izweski occupation of [[Gakal&#039;zaal]] prior to the planet’s vote to join the DPRA, while the Hegemony has openly denounced the PRA’s use of nuclear weapons during the war. Due to their own experiences, the Izweski have made several calls for nuclear disarmament on Adhomai - though so far, little has come of it. Though the two nations have never been actively hostile, both are wary of the possibility of future conflict.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Democratic People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony and Democratic People’s Republic have a hostile relationship, largely due to the events on Gakal’zaal. The Al’mariist government denounced the Unathi and supplied materiel and fighters to the rebels in the colony. Despite the normalization of diplomatic ties after the liberation of the planet, the relationship between both nations remains tense because of the Unathi situation in Gakal&#039;zaal; the Hegemony wishes for the Unathi residing there to regain citizenship, yet the bitter history between the previously-named Unathi nobility and the Tajara population there proves too recent a hurdle to pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[New Kingdom of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In an attempt to gain more allies, the New Kingdom approached the Izweski Hegemony recently. As part of the concessions to gain its favor, it denounced the Al&#039;mariist presence in Gakal&#039;zaal. The Unathi have also requested the NKA to recognize their claim to the planet, a demand that the Kingdom is still unsure if it will accept or not. Beyond this, the NKA and Hegemony have had little in the way of formal relations or trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Commonwealth of Hieroaetheria]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a result of the sheer distance between the Commonwealth and Hegemony territories, diplomacy between the two nations is light but does occur. To aid in combating the growing Wasteland, The Commonwealth has sent thousands of nymph seeds to Moghes in order to help clear radiation. Unathi merchants and smugglers have been known to make a stop in the Commonwealth&#039;s territory to purchase some goods to resell elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&#039;&#039;See also: [[Unathi#Society|Unathi Society]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Life in the Hegemony has changed very little since the emergence of feudalism centuries ago. There are the people at the top — nobles, guildsmen, aliens, and then there are the people at the bottom — the peasantry, Guwan, and more. The reverence of honor continues to be a major player in Unathi society even to this day. Conservative cultural norms such as the importance gender plays in deciding somebody&#039;s role in society, strong religious zeal, and arranged marriages, are upheld and persevere due to the stubbornness native to Unathi.&lt;br /&gt;
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=== Feudalism and Caste ===&lt;br /&gt;
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All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into distinct castes, each of which usually prevents upward mobility - though social mobility has become increasingly more common in recent years. The varied castes of Unathi society, and the genders associated with them, are as follows.&lt;br /&gt;
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&#039;&#039;&#039;The nobility&#039;&#039;&#039; or &#039;&#039;&#039;Sanza&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan members. These are the landed elite of the Hegemony, and the most powerful nobles influence the Hegemon&#039;s decisions. Nobles must own a tract of land, no matter how small, to be considered a noble. Land is inherited, purchased, or granted by the Hegemon (often by pleasing him or winning his wars). The nobility enjoy the comforts of off-world technology and are considered superior physically, mentally, and spiritually to the average peasant. It is important to note that one may be part of a noble clan and not be a noble--for example, children do not typically own land, so they are technically not noble, though they enjoy the privileges of the nobility all the same. Many of those that swear allegiance to the clan are considered part of the noble clan, but are not actual nobility.  This is not a gendered role, with men, women, and fishers being equally common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman&#039;&#039;&#039; or &#039;&#039;&#039;Akh&#039;&#039;&#039; is the general term for any Unathite clergy; priests however are exclusively members of the Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many priests are active participants in local politics and intrigue. Ever since the fall of the Church, much of what was considered &amp;quot;church land&amp;quot; was seized by enterprising lords--after the end of the civil war, the priests were able to hold on to some, but not all of their land. Th&#039;akh shamans have been unaffected by this change, though they always typically held much smaller tracts of land when compared to their Sk&#039;akh rivals, causing some tension. These roles are not gendered, though a priest or shaman&#039;s duties will change greatly based on their chosen gender.&lt;br /&gt;
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&#039;&#039;&#039;Healers&#039;&#039;&#039; or &#039;&#039;&#039;Riz&#039;akh&#039;&#039;&#039;  are, as their name implies, doctors. Like shamans, it takes many years studying and learning to become an official healer. A well-studied healer will typically swear allegiance to a noble clan (including their own clan) and treat for their clan only. Large noble clans have entire hospitals and multiple healers dedicated for their needs, while smaller clans may only employ one healer. This tradition has come to change, however--after the Contact War, the need for healers increased drastically due to the effects of radiation on Unathi. The Hegemon finances prospective healers to study abroad or at the Skalamar University of Medicine so that they may join public hospitals, paid at a similar (albeit lesser rate) than healers that are in service to a noble clan. Notably, even peasants have even been awarded this scholarship, though they must prove their skill at healing beforehand. The healer is the archetypically feminine role, with all in this position being considered women.&lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039;, known as &#039;&#039;&#039;Saa&#039;[clan]&#039;&#039;&#039;, are soldiers that fight under the banners of their Lords. They are seen as an ideal for male Unathi to strive for. They attach themselves to noble clans (including their own) and fight in that clan&#039;s conflicts, and clans are expected to give their warriors to the Hegemon in the event of war (provided it is not a civil war). Warriors are expected to follow the Warrior&#039;s Code perfectly. Warriors, like Healers, are pulled from the entirety of the populace, but it is up to that noble lord&#039;s discretion on who to promote. Warriors could be trained from birth in the family of the noble, a levyman that distinguishes himself in battle, or a random farmer forced into training--whatever the noble decides. Warriors, in peace time, guard their noble clan or serve in the Hegemony. Warriors are occasionally awarded land for their service, either by their overlord or the Hegemon himself. Warriors who attach themselves to the Hegemony himself and not any noble family are known as Kataphracts. The warrior is the archetypically male role, with all engaging in such activities being considered men.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphracts&#039;&#039;&#039; or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039;, are an ancient class of warriors that has recently been revived by Not’zar Izweski. They attach themselves to the Hegemony itself rather than a clan and follow the [[Unathi Honor|Warrior&#039;s Code of Honor]] strictly. When they are not summoned to do battle for the Izweski, Kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another Kataphract if they prove themselves in battle to be especially brave and worthy, though lords are hesitant to hand off their best warriors to the Hegemon. Women cannot become Kataphracts; only those that claim the soul of a warrior may become one. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Kataphracts as a result take to adventuring across the galaxy to earn credits and make their name, and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle. &lt;br /&gt;
&lt;br /&gt;
Besides their ventures in the frontier and Tau Ceti, the Kataphracts were purchased as mercenaries by the People’s Republic of Adhomai to fight in the [[Tajaran_Military_Structures#The_S&#039;rend&#039;marr_Coalition|S&#039;rend&#039;marr Coalition]]. They were utilized to primarily protect urban areas and officials. The Kataphracts suffered heavily in their deployment however, struggling to balance their precepts of honor with the harsh reality of guerilla war on Adhomai. Their experiences left them embittered against Tajara of the DPRA, a feeling many Hegemony clans would share following the [[Gakal&#039;zaal|Gakal&#039;zaal conflict]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039; or &#039;&#039;&#039;Zo’saa&#039;&#039;&#039;, are Unathi that have pledged themselves to the life of a Kataphract, yet are not appointed. They are warriors that have attached themselves to the Hegemony, but have not actually been appointed a Kataphract by the Hegemon. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways, in accompaniment with real Kataphracts. Many Kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and the goal of &amp;quot;Kataphract-hood&amp;quot;, tested against the well known trend of the star system to break down conservative Unathite beliefs. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a Kataphract.&lt;br /&gt;
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&#039;&#039;&#039;Spies&#039;&#039;&#039; or &#039;&#039;&#039;Zo&#039;kaa&#039;&#039;&#039;, occupy the same rank as the warriors for Unathi, being the female counterpart to the warrior caste. Similarly, while male Unathi look up to warriors as an ideal, women look up to spies with an equal amount of reverence. Spies, however, are in an often unique position - a majority often serve their Lords for whatever intelligence they are looking to collect, but can also be reached out to by spymasters should they be looking for dangerous elements, especially in outlying territories. Generally speaking, &#039;&#039;&#039;spies&#039;&#039;&#039; are often what humans consider to be detectives of sorts, and lower rank and file spies work as investigators. Some spies specialize in gathering information through subtle questioning and incentivizing cooperation, while others are masters in infiltration and blending in. This is a traditionally feminine position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spymasters&#039;&#039;&#039; or &#039;&#039;&#039;Kaa&#039;&#039;&#039;, are those that gain a reputation by word of mouth between those that would seek their employment - namely, powerful Lords, merchants, priests, and other figures of influential clans. Such spymasters become operators themselves of other spies, using their experience to give potential leads, offer guidance to newer spies, and take up larger work from the Izweski Hegemony. Spies themselves do not attach themselves to specific clans, and are instead forced to serve whomever their spymaster decrees.&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local Lord or Guildmaster before being considered as such and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class. Guildsmen can be men, women or fishers; with fishers commonly making up the bulk of a Guild&#039;s labor force while women usually are the outward face of any aspects regarding external business. There are a few exceptions, but those that stray from these norms within Unathite culture are shunned and face a more difficult uphill battle in gaining recognition and becoming successful. Peasants who work for guilds are not considered guildsmen. Following the rise of Hephaestus Industries, most guildsmen are considered Hephaestus employees. This is a non-gendered role, though this depends on guild - members of mercenary guilds are considered male, while members of medical guilds are considered female and most productive guilds would be considered as fishers.&lt;br /&gt;
&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Izweski feudalism.]]&lt;br /&gt;
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&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living in slums and working in guild factories. Peasants have zero political power and are at the mercy of their overlords. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land. Peasants only have meager influence when organized into clans, in which they can appeal for better things to their lord or guild, like a crude worker&#039;s union. This is how peasants ascend to the middle class, though they are still at the whims of their lord--and if a lord or guild dislikes what you or your clan is doing, you will be immediately stomped out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Hegemony society. As punishment for their crimes, they are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever-advancing upwards. They typically work the worst jobs and sleep on the street, as they are not allowed to own property. Aut&#039;akh usually end up in this caste as well, as most of them are denounced by their clan or Lord. The only chance that a Guwan has to ever lose their status is to be adopted into another clan or proven innocent of their crimes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
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&lt;br /&gt;
Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
&lt;br /&gt;
The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have largely been warriors, though with a few notable exceptions. Hegemon Ayzi Sarakus is historically recorded as a fisher, and there have been several recorded healers and fishers to have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
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One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
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In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
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In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
&lt;br /&gt;
Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
&lt;br /&gt;
On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
&lt;br /&gt;
Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
&lt;br /&gt;
Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Relationships and Marriage ===&lt;br /&gt;
Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled. The Hegemony rules all.]]&lt;br /&gt;
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Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;two fishers, or two different genders&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
&lt;br /&gt;
Divorces in the Izweski Hegemony must be requested through the Sk&#039;akh Church, where a member of the clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses&#039; clan - a woman is often seen as being unable to do something so violent against another soul.&lt;br /&gt;
&lt;br /&gt;
Oftentimes, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, women display acts of debate or healing, and fishers display skilled craftsmanship. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best two are fated for each other.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Military Structure]], [[Unathi Honor]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most major nobles have standing personal forces, which are augmented by levies in times of war. Following the end of the Contact War, many levied troops have remained in the service of the Izweski, having lost homelands to return to. Outside of the levy system, the Hegemony maintains a professional navy to project power on the interstellar scale - though it is currently suffering great difficulty from the phoron scarcity, which has rendered outlying colonies vulnerable to pirate raids and the inability to defend against attack from other regional powers such as Elyra or Dominia.&lt;br /&gt;
&lt;br /&gt;
The Kataphract Guild acts as the personal force of the Hegemon when called, though they act as mercenaries in peacetime. They are highly-trained and well-equipped fighters, though they abide by the Warrior&#039;s code with a level of dedication that would make even the most zealous of ordinary Sinta look twice. Though their insistence on honorable tactics has often caused them difficulties - particularly in their involvement with the S&#039;rand&#039;marr Coalition - the Kataphracts are widely regarded as some of the finest fighters in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
Though technically the standing levies of High Queen Zkaii, the K&#039;lax are also a major contributor to Izweski military power, with legions of K&#039;laxan warriors and the support of enormous specialized warforms acting as a major force multiplier for Hegemony ground forces. The Lord-Admiral Za&#039;Akaix&#039;Xitac K&#039;lax commands all the Hegemony&#039;s currently-mobile vessels, and their alien intelligence and connection to the Cephalon network has given them a reputation as an undefeatable commander - a reputation which has yet to be disproven.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Spaceflight]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to first contact, Izweski technology was slightly ahead of twenty-first century Earth - though far more stratified in its distribution. Luxuries such as air travel, automobiles, television and advanced medicine were reserved for the nobility, while the peasantry made do with outdated and relatively primitive equipment. Nuclear weapons were widely distributed over Moghes, with both the Hegemony and the more powerful independent nations having access to nuclear-capable ICBMs. It was generally believed that the possibility of mutual destruction would act as a balancing factor against war - though this would not prove to be the case. The Izweski space program had progressed rapidly, with the first colonists landing on Ouerea in 2390.&lt;br /&gt;
&lt;br /&gt;
The introduction of alien technology changed Moghes rapidly - extranet connections and holoscreens are common across the urban centers of Moghes, advanced medicines such as dexalin and ryetalyn can be acquired through the House of Medicine, and the Izweski navy is outfitted with high-quality laser rifles and the advanced hardsuits known as &#039;breachers&#039;. Nobles in the Untouched Lands enjoy a quality of life on par with that found anywhere in the Spur, and increasing social mobility means that many peasants have found hope that one day, they too will enjoy the full benefits of the modern age. The introduction of Vaurcae to the Hegemony has also brought new technological advances, such as the now-commonplace energy-based melee weapons and the establishment of gene clinics to treat the genetic defects caused by lingering radiation.&lt;br /&gt;
&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a village and how well they can fish and hunt. Due to the distance from city centers, essential supplies like medicine are hard to come by locally and, more often than not, expensive. Access to domesticated threshbeasts, railroads, and the occasional car allows for travel to nearby tradeposts, so even though such supplies are expensive to import, one can still obtain them if they have enough coin. These threshbeasts also allow those that work skilled labor to exchange information on techniques to work trades in the city.&lt;br /&gt;
&lt;br /&gt;
Each rural town generally has a radio so important news, orders from a Clan Lord, weather forecasts, and the like can be broadcast to the clan leader in the village. Often times, over the radio is how many rural Unathi receive statements from Not&#039;zar, and most have not seen a likeness of him. Cheap holoscreens are becoming increasingly common in rural areas, and the wealthier peasant clans sometimes can afford to buy more than one car. The most advanced aspect of life for rural clans is the aquaponics system, one that Hephaestus engineers have helped develop to maximize livability for fish in these farms. Most Lords and Clan Lords see to it these systems remain up to date as possible, else starvation and minimal profits will be turned from a given clan.&lt;br /&gt;
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		<author><name>Lent23</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Izweski_Hegemony&amp;diff=36364</id>
		<title>Izweski Hegemony</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Izweski_Hegemony&amp;diff=36364"/>
		<updated>2025-07-12T01:40:31Z</updated>

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 {{Infobox Nations&lt;br /&gt;
 |Nation = Izweski Hegemony&lt;br /&gt;
 |Shortname = Hegemony&lt;br /&gt;
 |Flag = Moghes_porposal.png&lt;br /&gt;
 |Galatic Position = Position Hegemony.png&lt;br /&gt;
 |Capital City = Skalamar&lt;br /&gt;
 |Capital Planet = [[Moghes]]&lt;br /&gt;
 |Language = Sinta&#039;unathi (Official), Sinta&#039;azaziba&lt;br /&gt;
 |Species = 68% [[Unathi]]&amp;lt;br&amp;gt;14% [[Vaurca]]&amp;lt;br&amp;gt;10% [[Dionae]]&amp;lt;br&amp;gt;4% Human&amp;lt;br&amp;gt;2% [[Skrell]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Religion = 57% [[Sk&#039;akh]] (Official)&amp;lt;br&amp;gt;32% [[Th&#039;akh]]&amp;lt;br&amp;gt;6% [[Si&#039;akh]]&amp;lt;br&amp;gt;2% Other&lt;br /&gt;
 |Demonym = Moghesian, Hegemonic&lt;br /&gt;
 |Government = Absolute Feudal Monarchy&lt;br /&gt;
 |Head of State = Hegemon Not&#039;zar Izweski&lt;br /&gt;
 |Legislature = Consultative Assembly &lt;br /&gt;
 |Upper House = Hands of the Lord&lt;br /&gt;
 |Lower House = N/A&lt;br /&gt;
 |Established = 1994&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Honor, fire, burn thy fear&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;-Ancestral words of the Izweski Clan&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Izweski Nation&#039;&#039;&#039; and the &#039;&#039;&#039;Third Hegemony of Moghes&#039;&#039;&#039;, is the primary Unathi nation of the Orion Spur - a feudal empire in the Badlands ruled by a monarch known as the Hegemon. The nation is made up of hundreds of land-owning noble clans and their vassals, of which a few dozen are major influencers in the Hegemon&#039;s politics. The Hegemony is ruled by the Izweski Clan, whose current head is Hegemon Not&#039;zar Izweski, First of His Name. The Hegemony is new to the interstellar stage, and has suffered from various growing pains as it attempts to expand into a Spur dominated by humans and Skrell while attempting to resolve the ongoing ecological collapse of their homeworld.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
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== Population and Planets ==&lt;br /&gt;
&#039;&#039;See also: [[Notable Unathi Colonies]]&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[[Moghes]]&#039;&#039;&#039; is the Unathi homeworld, and the capital of the Izweski Hegemony. It is one of three inhabited planets in the [[Uueoa-Esa]] system. It once bore a similarly diverse climate to Earth, but the large-scale nuclear exchange in the late 2430s known as the Contact War has rendered nearly sixty percent of the planet&#039;s service an inhospitable Wasteland. The politics and economy of the Hegemony are centered around affairs on Moghes, with the vast majority of Hegemony nobility being concentrated there. Due to the Contact War, Moghes is undergoing an ecological collapse, which the Hegemony has invested billions of credits&#039; worth of manpower and resources into staving off.&lt;br /&gt;
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&#039;&#039;&#039;[[Ouerea]]&#039;&#039;&#039; is the fourth planet from Uueoa-Esa&#039;s star, and the first colony established by Unathi. It was colonized in 2390, fourteen years prior to first contact with humanity and the Skrell, who both invested heavily in colonial development. During the Contact War, a joint provisional government was established by the [[Sol Alliance]] and the [[Nralakk Federation]], which was dissolved following Hegemon S&#039;kresti&#039;s demand for its return. The Ouerean people had grown used to democracy, however, and did not take kindly to the restoration of feudalism. This would boil over in 2460, in the event known as the Ouerean Revolution, which would result in the death of the reigning Overlord Yiztek and the establishment of a semi-democratic government. Ouerea is home to large human and Skrell populations in addition to the Unathi one, and a unique multicultural society has developed there.&lt;br /&gt;
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&#039;&#039;&#039;[[Tret]]&#039;&#039;&#039; is the second planet from Uueoa-Esa&#039;s star, and is largely a barren and uninhabitable world. It remained unexploited until 2459, when the [[Vaurca|Vaurcae]] of the K&#039;lax Hive arrived in the system. After a long period of negotiation, the K&#039;lax agreed to swear allegiance to the Hegemony, and the High Queen Z&#039;kaii was granted the title Overlord of Tret. Tret has become the new homeworld for the K&#039;lax, with few non-Vaurcae dwelling there due to its uninhabitable conditions. Since their arrival, the K&#039;lax have transformed it into a massive industrial center with the help of [[Hephaestus Industries]].&lt;br /&gt;
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&#039;&#039;&#039;[[Gakal&#039;zaal]]&#039;&#039;&#039; was initially a [[Tajara|Tajaran]] colony, occupied by the Hegemony in 2455. The Unathi, with the help of Tajaran collaborators, began to restructure the society present into the Izweski model of feudalism, while the guilds engaged in widespread economic exploitation of the planet&#039;s people and resources. In 2462, with the aid of the [[Democratic People&#039;s Republic of Adhomai]], the Tajara of Gakal&#039;zaal engaged in a successful insurrection, driving the Hegemony from the planet and electing to join the DPRA. The Hegemony has since been content to ignore Gakal&#039;zaal as an embarrassing failure, though it has never formally cede its claim to rulership of the planet.&lt;br /&gt;
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Many further colonies have been established by the Hegemony across the Badlands and Sparring Sea - in part due to the massive refugee population on Moghes following the Contact War. Ranging from food production to mining colonies to military outposts, these colonies are scattered far and wide across the region - though the phoron scarcity has made it much harder for the Izweski Navy to protect them from the ever-constant threat of pirates, warlords, and raiders.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
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The Izweski economy is centered around the [[Unathi Guilds|guilds]], which for centuries have largely controlled the economy of Moghes. Many of the major guilds adapted rapidly to the interstellar age, with the Miners&#039; Guild and Merchants&#039; Guild in particular rapidly expanding operations across the Spur. In 2465, the phoron scarcity led to a full-scale economic depression which resulted in the bankruptcy of the Merchants&#039; Guild and several others rapidly declining. Only the intervention of [[Hephaestus Industries]] prevented a total economic collapse, as the megacorporation rapidly bought out all major remaining guilds, establishing itself as a near-total monopoly in the nation. No other megacorporations operate to any serious degree in the Hegemony, with Hephaestus working tirelessly to keep out its competitors.&lt;br /&gt;
&lt;br /&gt;
In the modern day, Hephaestus and the Hegemony are almost unbreakably tied together, with the vast majority of former guild members now being Hephaestus employees. Guildmaster Yukal T&#039;zakal now sits as an equal above the Board to CEO Titanius Aeson, and the megacorporation has invested enormously in projects across the nation. Though the megacorporation remains headquartered on Biesel, its branches on Moghes and Ouerea have rapidly become instrumental to Hephaestus&#039;s power in the Spur. This expansion has not come without consequence, however - anti-Hephaestus Unathi have struck several devastating blows at the corporation, with the terrorist organization known as the Champions of Moghes almost killing Titanius Aeson in late 2465. Rival corporations such as [[NanoTrasen]] and [[Zavodskoi Interstellar]] are often suspected to be linked to this terrorist activity - though so far, no proof has been found as to their involvement.&lt;br /&gt;
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=== Trade ===&lt;br /&gt;
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The Hegemony is a major exporter of raw resources throughout the Orion Spur, estimated to produce nearly a third of the Spur’s plasteel and borosilicate glass supply. The aid of K’lax technology and Hephaestus investment has rendered the nation an industrial powerhouse on the interstellar stage, which has become the new basis of the Izweski economy. Due to the strict control of the Hegemony’s government over trade, all of this flows through [[Moghes]], with outlying colonies and stations shipping their products back to the homeworld to be sold and exported across the stars, with nearly every nation in the wider Spur importing Izweski raw materials to some degree or another. Prior to the economic depression of 2465, this was primarily the provenance of the [[Unathi_Guilds#Merchants_GuildMerchants’ Guild]] and [[Hephaestus Industries]] - but following the bankruptcy of the Guild and the ascension of Hephaestus to near-total control of the Unathi Guilds, the megacorporation now handles almost all exports from Izweski space. &lt;br /&gt;
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Though the Hegemony exports to nearly everywhere in the Spur, its major trading partners are the [[Republic of Biesel]], the [[Empire of Dominia]] and various member-states of the southern [[Coalition of Colonies]]. Prior to the Solarian Collapse, the [[Sol Alliance]] was also an importer of Izweski goods via Hephaestus, but the dangers of the [[Human Wildlands]] have made trade between the two nations difficult. Aside from raw resources, the Hegemony also frequently exports Unathi luxury goods such as xuizi juice to nations with sizable Unathi populations - primarily the Republic of Biesel and the Empire of Dominia.&lt;br /&gt;
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Due to their navy’s reliance on bluespace travel, the Hegemony was at one point a large-scale importer of phoron, purchasing the rare substance from both the Republic of Biesel and [[Republic of Elyra|Serene Republic of Elyra]]. Following the beginning of the phoron scarcity and subsequent economic recession, however, phoron imports have near-entirely ceased. Aside from this, however, the Hegemony does not import much - luxury goods for the wealthy and the nobility being its primary import in the modern day.&lt;br /&gt;
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Though the Hegemony’s colonies do not export due to the national policy, the world of [[Ouerea]] is of note - providing most of the food required to sustain Moghes following the nuclear devastation of the [[Contact War]]. The colony has obtained a key role in the Hegemony’s economy, and with that comes less-than-legitimate trade, with many smugglers choosing to dock in Ouerea to sell and buy their ill-gotten gains. Addictive koko bars from the world of [[Unathi_Piracy#Ha&#039;zana,_Harrow_of_Fangs|Ha&#039;zana]], weapons of the kind illegal in Hegemony space and cybernetics shipped to the planet’s [[Aut&#039;akh]] communes can all be found traded by smugglers - human, Unathi and Skrell alike, with some Tajara smugglers also seeking to trade in the system. Human and Skrell goods are also often imported to Ouerea, granting the alien population of the planet some of the comforts of their homeworlds.&lt;br /&gt;
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=== Currency ===&lt;br /&gt;
The official currency of the Izweski Hegemony was the &#039;&#039;&#039;Ziki&#039;&#039;&#039;, a fiat currency issued by the Izweski Reserve Banking Guild for several centuries. Following first contact, the Solarian credit was also accepted, and the nation began to transition towards Solarian currency as the national reserve. In 2463, the Hegemony adopted the Biesel Standard Credit as its reserve currency, as it was believed that it was the most stable option following the collapse of Sol. Bieselite currency remained concentrated in the hands of wealthy guildsmen and nobles, with peasants still using Ziki or operating off a barter system - though with the massive expansion of Hephaestus, the credit has rapidly become the most popular currency in the Hegemony.&lt;br /&gt;
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=== Mercantilism ===&lt;br /&gt;
&lt;br /&gt;
The Unathi economic system is &#039;&#039;&#039;mercantilist&#039;&#039;&#039; in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony. All goods flow from the colonies to Moghes, which are then sold to the wider galaxy after the Izweski take a cut.&lt;br /&gt;
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Following the bankruptcy of the Merchants&#039; Guild and the absorption of most major guilds by Hephaestus, the mercantilist economy has changed - though not as much as one might suspect. Though the production of the Guilds now flows through the megacorporation, and it holds a generous charter, the law still holds - goods are shipped back through Uueoa-Esa, and the Hegemony receives a very generous cut - which may well help them in emerging from their recent years of economic depression.&lt;br /&gt;
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==Politics and Government==&lt;br /&gt;
The Izweski Hegemony, in the past and present, is ruled by a single monarch - in the modern day, the &#039;&#039;&#039;Hegemon Not&#039;zar Izweski.&#039;&#039;&#039; The Hegemon rules over the entirety of the land and populace, including the nobility. While the Hegemon&#039;s power technically overrules that of the nobility, the influence each actor has on each other is in constant flux. In some ages past, the Hegemon has been little more than a figurehead, whose nobles would depose them at the slightest hint of overreach, while other Hegemons have bent their vassals to their will through cunning politics. In the modern day, the Hegemon has faced a great deal of stress, with the guilds, nobility, the Church and alien actors all pushing against one another - it is a testament to Not&#039;zar&#039;s reign that he has managed to balance these forces, and increasingly centralized the power of the Izweski over their vassals.&lt;br /&gt;
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=== Structure ===&lt;br /&gt;
The Izweski Hegemony is a feudal society, where all power is technically held by the Hegemon, who delegates that power to vassals. These vassals will then delegate power to their own vassals, working down from the interstellar level to individual towns and clans. Currently, Not&#039;zar Izweski has made an ally of many of his vassals, with his globalist attitude having made allies among the guilds and those nobles who seek further wealth from the wider Spur. More traditional or isolationist nobles have often found themselves opposed to Not&#039;zar, however - with Lord Juyzi Izaku of Mudki having threatened rebellion several times, and Overlord Azui Hutay&#039;zai having almost done so over Hephaestus&#039;s presence in the economy.&lt;br /&gt;
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Under the Hegemon directly are Overlords - appointed directly by the Hegemon to rule vast regions of the Hegemony. Currently there are five Overlords - three on Moghes, one on Ouerea, and the [[Zkaii, The Sleepwalker|High Queen Zkaii]] acting as Overlord of Tret. Overlords oversee their own Lords, who rule different provinces of their territory. All Lords and Overlords also equally swear fealty to the Hegemon and only the Hegemon, making them technically all his direct vassals. A province may be an entire planet&#039;s development or one sprawling city metropolis depending on the population and settlement sizes of the province. Lords then appoint Clan Lords for different city districts, towns, and swathes of sparse rural lands. Cities are typically run by a Clan Lord (or even a Lord, should the city be large enough) and a small council of lesser clan leaders (or Clan Lords, in the case of a ruling Lord). At the bottom are the clan leaders. Clan leaders are usually the eldest ruler of a specific family clan, and clan leaders are often the most ruthless schemers of the noble ladder.&lt;br /&gt;
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Lordships are inherited, with specific rules of succession varying from region to region. The position of an Overlord is traditionally inherited, but legally is the sole province of the Hegemon, who can strip or appoint new Overlords at any time. There are some exceptions to this rule - the contract between the Izweski and the Hutay&#039;zai clan of Tza dictates that the title of Overlord shall remain within the Hutay&#039;zai, in exchange for their renouncing of the former Kingdom of Tza. The contract between the Izweski and K&#039;lax has a similar point, dictating that the title of Overlord of Tret shall belong to the High Queen of the K&#039;lax so long as the Hive remains a loyal vassal.&lt;br /&gt;
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====Hands of the Lord====&lt;br /&gt;
A wise ruler knows where he is lacking wisdom and hires an expert to consult him. It is this idea that led to the formation of Hands of the Lord, a fixture in the world of ruling nobility. Theoretically, the Hands of the Lord supplement lackluster skills a ruler may have and offer an expert perspective on issues. In reality, the Hands of the Lord are merely a vessel for which the powerful under the ruling nobility can gain influence and be encouraged to use it for the betterment of the realm and themselves. It is seen as a high honor to be appointed as one of the Lords Hands— both for an individual and for their whole clan. Hands of the Lord will be called &amp;quot;Hand of the [Title of their lord]&amp;quot;. For example, Not&#039;zar&#039;s hands are called the Hands of the Hegemon.&lt;br /&gt;
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===== The Master of Rivers =====&lt;br /&gt;
In charge of overseeing the economic aspects of a lord&#039;s land, the Master of Rivers reads aquaculture and fishery reports, negotiates with guilds, and safeguards the money that continues to flow into the coffers of the realm. The Masters of Rivers are arguably one of the most important Sinta in a realm with their control of the most precious resource of all, the treasure and food. Despite this importance, they are normally not of the same clan as the ruler. They are usually from clans which have a heavy hand in the industry or food production of the realm, whether it be aquaculture, or heavy industry. This is viewed by most lords as a concession to their skilled workers and is always a point of pride for a clan if one of their own is selected. Gender does not matter for the title, though they tend to be predominantly male anyway.&lt;br /&gt;
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===== The Lord’s Claws =====&lt;br /&gt;
The Lord’s Claws is a Lord’s Hand who is well versed in military matters, offering strategic advice to their lord. Lord’s Claws are most commonly a part of the same clan as their lord, if not they are married to a suitable clan member as quickly as possible, and brought into the fold. Due to the militaristic nature of many Unathi realms pre-Contact, a clan survived or died by the sword, and advice on military matters needed to be untainted by potential corruption and trusted beyond doubt. The not-so hidden message in marrying the Lord’s Claws into the clan was that if the clan failed in war, he would be executed along with all the other members who could not escape. However, a Lord&#039;s Claws must not only assist in wartime, but ensure peacetime is kept. Nearly all Unathi lords still follow the tradition of having their Claws conduct diplomacy in their name, striking agreements with rival clans and lords, and warding off bloodshed for as long as possible. There are no female Unathi of this title in the Hegemony.&lt;br /&gt;
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===== Spymaster =====&lt;br /&gt;
A coveted position amongst women in the Hegemony, the Spymaster is a spider spinning and untangling webs of secrets and intrigue, safeguarding their lord both against scandal, and assassination. Spymasters also keep tabs on the local population for their lord, silencing dissent and ensuring loyalty. Lies, plots, and secrets are the bread and butter of spymasters, and those who have mastered the position are viewed by others with a certain weariness, afraid they might turn on them one day. Spymasters within the Hegemony are only women.&lt;br /&gt;
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===== Court Shaman =====&lt;br /&gt;
A position originally started by the more political Sk’akh religion, it has since been adopted by Th’akh nobles as well. The primary responsibility of the court priest is to offer spiritual advice to their lord and to cement the political and cultural importance of religion. Secondarily, Court Priests have a duty to help the faithful bring their grievances to their lord and tend to the connection between the ruling nobility and their subjects. People in this position tend to be men, though Th’akh’s adoption of the practice, as well as the rare female Priest of the Aspect, has seen some women participating in the role.&lt;br /&gt;
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===== High Speaker =====&lt;br /&gt;
A newer position, the High Speaker&#039;s primary job is to work in the noisy and complex world of public relations for their noble. Very few ruling nobles have a High Speaker as one of their Hands, either relying on their spymaster for knowledge of what others think of them, or do not deem public relations as important to their management of their lands. Rulers who choose to incorporate a High Speaker as one of their hands tend to be more predominant within their larger realm, such as one of the two Overlords within the Hegemony, or have lands whose industry relies heavily on skilled guildsmen who cannot be ordered around as simply as peasants. Gender does not matter for high speakers, and few nobles even have an alien high speaker should their realm have a heavy mega corporate presence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Politics === &lt;br /&gt;
&lt;br /&gt;
The actual government of the Third Hegemony of the Izweski Nation is a state founded on conflicting principles and a shaky truce between the actors of the government. In the past, the Hegemony was a true feudal monarchy, with the land-owning nobles keeping the power all to themselves — now it is an intricate web of deceit and dictations. &amp;quot;Hegemon&amp;quot; is a queer title, a throne sealed not by a royal bloodline or a divine right, but the law of power. The Hegemon is still the symbolic uniter of Moghes, the civilized ruler over the savages and peasants and lordlings, the dictator of an entire people, but the actual right to the Izweski Nation lies in strength, as intended. The strong rule the weak, and the title of Hegemon, though symbolic and sealed by the government, is won through power and influence. When the ancient Lord Neeziah Izweski slit the throat of the last Hegemon Sarakus, he set a precedent that would act as the nation&#039;s founding principle - the strong rule, and those who cannot challenge them serve.&lt;br /&gt;
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[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
&lt;br /&gt;
This has profoundly affected the Izweski Nation&#039;s history: it legitimized conquering forces as a new Hegemon and also delegitimized anyone who was not worthy enough to rule with the title. Each cessation, unification, and civil war in the Hegemony occurred because nobles are not loyal to any specific Hegemon, but to the throne of the nation itself. The fervent honor-culture the Hegemony engages in and promotes is also its greatest destabilizer. This ensures that those who are worthy enough to be the Hegemon are constantly wary to expand their influence and loyalties. If a Hegemon is able to survive his death-prone position by securing his strength, then he is worthy; if a ruler bucks under the accusing nobility, the wealthy guilds, and the foolish masses, then he is not worthy. Nobles are almost encouraged to dissent against their lord, as it tests their mettle. This constant battle within the Hegemony is a breeding ground for honorable zeal and has led to the Hegemony&#039;s combined interest in colonization and forays into the Orion Spur, so that the nobility and the Hegemon may grow in power (against each other). Such expansion and imperialistic attitudes are a means of keeping the populace in check; should peasantry engage in the system, then they may see a promotion in rank and honorifics by moving through the castes.&lt;br /&gt;
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The constant battering of the Hegemon by uprising lords and treacherous schemes is its boon and bane for both the nobles and the ruling clan (and the Guilds and the dead Church), but little has been said about the common peasant. It is true that even the rising middle class has little say in their government — the Hegemony is ruled by power, and those who lack it are unable to speak for themselves. Low nobility and commoners are constantly thrown about due to scheme after scheme, skirmish after skirmish between the nobles and the Hegemon. Frustrations against the Hegemony are, for the most part, tolerated, as the people speaking against the Hegemony have little political rights. Once dissenting talks turn into rebellion, however, it is always quickly put down — the Hegemony is quick to consolidate when the have-nots try to rise up. Large-scale revolutions have been prevented by autocratic force, but the clan system also keeps those under them with some influence, enough to keep everyone fed and content. Those who are not so easily tempered by this system in recent years join the [[Aut&#039;akh]] or [[Si&#039;akh]] cults, turning away from any authoritarian force over them and owing to why the system views them as such a threat.&lt;br /&gt;
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The Hegemon handles the international affairs of the state, as well as curbing the individual powers of the major land-owning nobles. They also directly charter the Guilds - now under Hephaestus - which feeds into their wealth. The internal affairs of the Izweski Nation are built off of a federal system and governed by a feudal hierarchy (though in recent years such a term, &#039;feudal&#039;, seems to conflict with the reformation into a more modern government), from the lowest lord with the worst land to the highest overlord that governs a vast region or an entire colony. Even the highest overlord bows directly to the Hegemon, and controls the taxes, edicts, other parts of their territory. Typically, the middling ranks are filled with the most cut-throat opportunists as lords seek more land and more influence — occasionally, one clan ends up owning the entirety of a territory as a result. The noble in charge of that province thereafter acts as a sort of &amp;quot;local Hegemon,&amp;quot; trying to sort out ambitious nobles and keeping the order. The only difference is that the Hegemon themself is still above the overlord, ready to remove them if they do not kneel in the end. Roughly the same system also occurs in the guilds of the Hegemony, though feuds are over positions and titles, not land and labor.&lt;br /&gt;
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The Hegemony technically rules over all of Moghes which fulfills the ancient prophecy — anyone, planetside or otherwise, knows this is a farce. The borderlands of [[The Wasteland|the Wasteland]], though settled by nobles and workers, is harried by raiders and poor resource outputs. Once it becomes worthless to expand forward, independent Wastelander settlements crop up, illegal yet existing, and no lord is going to care over a dusty desert village. After one passes the independent once-Traditionalist villages, there lies only sand and the dishonored. The Hegemony, for symbolic and economic reasons, is trying to terraform the Wasteland with the help of the K&#039;lax and Hephaestus, though due to raids, the expanding Wasteland, and the phoron scarcity it has not been profitable besides keeping what Untouched Lands remain intact.&lt;br /&gt;
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==== Hands of the Hegemon ====&lt;br /&gt;
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Made up of the most powerful lords from the Hegemon&#039;s nobility, the Hands of the Hegemon advise Not’zar on the everyday affairs of the Hegemony together, ensuring that they are given a fair voice in the affairs of the tate. Each lord or lady fills an important political role, using their influence for the betterment of their people, and speaking on behalf of important interest groups. Many disagree with Not&#039;zar on matters of policy and culture, nevertheless, they continue to serve as his Hands. More information about the specifics of their roles can be found [[Unathi#Hands_of_the_Lord | here.]]&lt;br /&gt;
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&#039;&#039;&#039;Master of Rivers:&#039;&#039;&#039; [[Notable_Unathi#Azui_Hutay&#039;zai,_Overlord,_&#039;&#039;Lord_of_the_Wastes&#039;&#039;,_and_&#039;&#039;Izweski_Master_of_Rivers&#039;&#039; | Azui Hutay’zai ]]&lt;br /&gt;
&lt;br /&gt;
The bastion of Traditionalism with the Hegemony and the most traditionalist Hand of the Hegemon, Azui Hutay’zai originally fought for the Traditionalist Coalition during the Contact War under his father, but upon his ascent to the throne of Tza he chose instead to sue for peace, giving up his kingdom in exchange for a position as Overlord and keeping his lands safe from the nuclear war. Since then he has become one of the most powerful vassals in the Hegemony, rising to the position of Master of Rivers on the Hegemon&#039;s council. He believes in the economic policy of mercantilism, limiting imports and maximizing exports, and ensuring that there is little outside influence on the economy. It is for the latter reason Azui sees the status of Hephaestus Industries within the Hegemony as a mistake, and one he must make every effort to correct.&lt;br /&gt;
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&#039;&#039;&#039;Court Priest:&#039;&#039;&#039; [[Notable_Unathi#Korza_Azandar,_Sk&#039;akh_High_Priest|Korza Azandar]]&lt;br /&gt;
&lt;br /&gt;
Due to [[Unathi_Recent_Events#The_Hegemon_Wakes!_(2461-2462)|political conflict with the church of Sk’akh]], this position was unfilled for four years, with the Sk&#039;akh Archpriests ruling the Church by committee. In 2466, ongoing religious turmoil and the rise of revolutionary faiths such as [[Aut&#039;akh]] and [[Si&#039;akh]] led the Archpriests to finally act, [[Demands of the Three Arc|raising Korza Azandar to lead them]]. Despite past difficulties with the Church, Hegemon Not&#039;zar appointed High Priest Azandar to the traditional position of Court Priest, allowing him to advise the Hegemon on spiritual matters - and firmly solidifying the Church as a political power in the Hegemony once again.&lt;br /&gt;
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&#039;&#039;&#039;Lord’s Claws:&#039;&#039;&#039; [[Notable_Unathi#Mizaruz_Izweski,_Lord_and_&#039;&#039;Izweski_Lord&#039;s_Claws&#039;&#039; | Mizaruz Izweski]]&lt;br /&gt;
&lt;br /&gt;
A former war hero, Mizaruz was married into the Izweski clan and made Lord’s Claws of the Hegemony shortly after the Contact War. He is utterly loyal to Not’zar, but viewed as an incompetent in strategic military matters by many Sinta. His diplomacy has been viewed favorably however, having managed to avert many crises both within the Hegemony and with other alien empires. He is the primary proponent for the further adoption of the new model war which allowed  the Hegemony its victory during the contact war. He has recommended several reforms, even going so far as to propose a standing army in addition to the Navy, but has been disrupted by more traditionalist elements who still wield considerable power within the military establishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Speaker:&#039;&#039;&#039; [[Notable_Unathi#Seleta_Sarnac,_Lady_and_&#039;&#039;Izweski_High_Speaker&#039;&#039; | Seleta Sarnac]]&lt;br /&gt;
&lt;br /&gt;
A dedicated public relations expert, Lady Sarnac runs the diplomatic arm of the Hegemony, with foreign ambassadors reporting directly to her. She is known to be a rival of Overlord Rokasi Miazso of the Southlands, and has frequently attempted to leverage her position to strengthen her clan&#039;s place in the region. She is also noted for her progressive standpoints, which has earned her the ire of more traditional nobles. She appears at Not’zars side at nearly all public events, crafting his image into one of power and certainty. She has also begun a campaign of propaganda, in an attempt to garner the loyalty of common sinta, particularly guildsmen and peasants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spymaster:&#039;&#039;&#039; [[Notable_Unathi#Hizoni_Izweski,_&#039;&#039;Izweski_Spymaster&#039;&#039; | Hizoni Izweski]]&lt;br /&gt;
&lt;br /&gt;
The only daughter of former Merchants&#039; Guild guildmaster Keicacu Razi, Hizoni rose to prominence when she defeated a murder plot directed at the Hegemon, killing two of the assassins herself and uncovering their paymasters - the disgraced Yiztek clan. Since then she has continued to protect the Hegemon, shoring up his precarious position anyway she can. On May 14th, 2465, she married Not&#039;zar Izweski, taking his name in the process. Little is known about Hizoni Izweski personally - perhaps fittingly for her position.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Consular Officers ===&lt;br /&gt;
A consul&#039;s job in foreign space is ultimately to represent the Hegemony and assist in legal matters for Unathi dealing with both the Hegemony and another government or group. However, a consul&#039;s own secondary objective may depend on their role in society back in the Hegemony. For instance, a Sk&#039;akh priest&#039;s interest outside of navigating legal channels would be promoting the Sk&#039;akh faith in a positive light, making sure Sk&#039;akh believers are not causing trouble, ensuring proper tithes are paid, and similar activities. A guildsman promotes their guild membership and benefits for joining; former healers endorse nearby Houses of Medicine and perhaps make sure a Unathi&#039;s working conditions are safe and healthy, especially in human space.&lt;br /&gt;
&lt;br /&gt;
A Hegemony consular must be a member of a noble clan, though not one who directly rules territory themselves. Open members of the Aut&#039;akh and Si&#039;akh faiths are not permitted to serve as consulars, though some may hold these beliefs in secret. Vaurca Gynes from the K&#039;lax Hive may also act as consulars for the Hegemony, as they are considered to be noblewomen within the feudal system.&lt;br /&gt;
&lt;br /&gt;
=== International Relations ===&lt;br /&gt;
&#039;&#039;&#039;[[Sol Alliance]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Izweski Hegemony worked closely with the Sol Alliance following first contact, but the aftermath of the Contact War and the Solarian retreat from Ouerea saw the two nations grow distant from each other. Though the Alliance maintained an embassy on Moghes, most of its high-ranking staff were recalled during the Solarian Collapse. Since then, the two nations have had little to do with each other, the main exception occurring in 2464 when the Southern Solarian Reconstruction Mandate and the Hegemony jointly prosecuted a notorious Unathi pirate on the planet Visegrad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony has good relations with the Republic of Biesel, with the two nations having numerous long-standing trade agreements and many Hegemonic Unathi working abroad in the Republic. During the [[KING OF THE WORLD|Solarian invasion of 2462]], the Kataphract Guild lent its services to Biesel, with Unathi warriors fighting alongside the Republic’s forces against the renegade 35th fleet. Though phoron imports have slowed since the scarcity began, the Hegemony still exports large quantities of raw materials such as plasteel and borosilicate glass to the Republic via Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While the Hegemony and Empire have occasionally cooperated in the past - the most notable example being the Battle of Youthstone, where a joint Izweski-Dominian force destroyed a major pirate stronghold on the planet Gwim’zala - relations between the two have always been tense. A large contributor to this tension is the ongoing privateering of Clan Kazhkz, who tend to favor targeting Izweski ships due to lingering resentment from the Contact War. As Hephaestus has grown in power in the Hegemony and Zavodskoi Interstellar has grown in power in Dominia, these tensions have notably worsened - with the two megacorporations discreetly attempting to sabotage one another’s efforts in the southern Spur. The execution of two Si’akh priests by the Empire in 2466 has led to the threat of trade sanctions against Dominia, though it remains to be seen if this is anything more than idle diplomatic bluster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elyra|Serene Republic of Elyra]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Elyra and the Hegemony have little formal diplomatic relationship, though a sizable population of Unathi migrant workers are employed by Hephaestus on New Suez. The two nations have had occasional border skirmishes in the past, and though these have ended the relationship between the two remains cold. As tensions between Elyra and Dominia escalate in the Sparring Sea, many in the Hegemony are increasingly concerned of the danger a war between their two main rivals could bring to their own nation, with their navy in little shape to repel a potential attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Coalition of Colonies]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony has no real relationship to speak of with the Coalition. The most notable tie is to [[Burzsia]] via Hephaestus Industries, where many Hegemony citizens have found lucrative employment. Due to concerns of the Hegemony growing into a potential threat to the southern member-states, the Coalition has engaged in several embargoes of the Hegemony in an attempt to diplomatically isolate it - most notably preventing the export of [[Vysoka|Vysokan]] foodstuffs during the recent famine on Moghes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Nralakk Federation]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Nralakk Federation was one of two nations to make first contact with the Hegemony alongside the Sol Alliance, and jointly operated the Ouerean provisional government with them. Following Hegemon S’kresti’s demand for the return of Ouerea, the Federation withdrew completely from Uueoa-Esa and had little formal contact with the Hegemony for over a decade, remaining focused on their own affairs. [[New Blades Old Wounds Arc|In 2466, following political upheaval in the Federation and economic difficulties in the Hegemony, the two nations worked to restore their relationship]], signing the &#039;&#039;&#039;Nralakk-Izweski Mutual Prosperity Agreement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This treaty opened trade between the two nations, as well as making provisions for the use of Hegemony ports and stations by the Qukala and sending humanitarian workers to Moghes. Though some Hegemony lords were initially opposed, most public enmity towards the Skrell was silenced after the Izaku Rebellion, with few willing to openly align themselves with the traitorous Lord of Mudki. In the Federation, the Homeworld Traditionalist Coalition has argued against the agreement, though most of the other parties have backed it for their own myriad of reasons. &lt;br /&gt;
&lt;br /&gt;
The two nations have close ties, though trade through the Sparring Sea remains risky due to the presence of pirates, smugglers, and privateers - requiring great effort from both the Qukala and the Izweski Navy to ensure that trade routes remain open. Nevertheless, the agreement has forged a strong bond - and one that seems to promise a new approach to the wider Spur from both nations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony and the People’s Republic have decent diplomatic relations, as the two major non-human powers of the region - the two nations maintain embassies with one another, and their fleets have shared information in order to combat piracy in the Badlands. Relations between the two have occasionally been fraught, however - the PRA denounced the Izweski occupation of [[Gakal&#039;zaal]] prior to the planet’s vote to join the DPRA, while the Hegemony has openly denounced the PRA’s use of nuclear weapons during the war. Due to their own experiences, the Izweski have made several calls for nuclear disarmament on Adhomai - though so far, little has come of it. Though the two nations have never been actively hostile, both are wary of the possibility of future conflict.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Democratic People&#039;s Republic of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Hegemony and Democratic People’s Republic have a hostile relationship, largely due to the events on Gakal’zaal. The Al’mariist government denounced the Unathi and supplied materiel and fighters to the rebels in the colony. Despite the normalization of diplomatic ties after the liberation of the planet, the relationship between both nations remains tense because of the Unathi situation in Gakal&#039;zaal; the Hegemony wishes for the Unathi residing there to regain citizenship, yet the bitter history between the previously-named Unathi nobility and the Tajara population there proves too recent a hurdle to pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[New Kingdom of Adhomai]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In an attempt to gain more allies, the New Kingdom approached the Izweski Hegemony recently. As part of the concessions to gain its favor, it denounced the Al&#039;mariist presence in Gakal&#039;zaal. The Unathi have also requested the NKA to recognize their claim to the planet, a demand that the Kingdom is still unsure if it will accept or not. Beyond this, the NKA and Hegemony have had little in the way of formal relations or trade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Commonwealth of Hieroaetheria]]:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As a result of the sheer distance between the Commonwealth and Hegemony territories, diplomacy between the two nations is light but does occur. To aid in combating the growing Wasteland, The Commonwealth has sent thousands of nymph seeds to Moghes in order to help clear radiation. Unathi merchants and smugglers have been known to make a stop in the Commonwealth&#039;s territory to purchase some goods to resell elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Culture and Demographics==&lt;br /&gt;
&#039;&#039;See also: [[Unathi#Society|Unathi Society]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Life in the Hegemony has changed very little since the emergence of feudalism centuries ago. There are the people at the top — nobles, guildsmen, aliens, and then there are the people at the bottom — the peasantry, Guwan, and more. The reverence of honor continues to be a major player in Unathi society even to this day. Conservative cultural norms such as the importance gender plays in deciding somebody&#039;s role in society, strong religious zeal, and arranged marriages, are upheld and persevere due to the stubbornness native to Unathi.&lt;br /&gt;
&lt;br /&gt;
=== Feudalism and Caste ===&lt;br /&gt;
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&lt;br /&gt;
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into distinct castes, each of which usually prevents upward mobility - though social mobility has become increasingly more common in recent years. The varied castes of Unathi society, and the genders associated with them, are as follows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The nobility&#039;&#039;&#039; or &#039;&#039;&#039;Sanza&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan members. These are the landed elite of the Hegemony, and the most powerful nobles influence the Hegemon&#039;s decisions. Nobles must own a tract of land, no matter how small, to be considered a noble. Land is inherited, purchased, or granted by the Hegemon (often by pleasing him or winning his wars). The nobility enjoy the comforts of off-world technology and are considered superior physically, mentally, and spiritually to the average peasant. It is important to note that one may be part of a noble clan and not be a noble--for example, children do not typically own land, so they are technically not noble, though they enjoy the privileges of the nobility all the same. Many of those that swear allegiance to the clan are considered part of the noble clan, but are not actual nobility.  This is not a gendered role, with men, women, and fishers being equally common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaman&#039;&#039;&#039; or &#039;&#039;&#039;Akh&#039;&#039;&#039; is the general term for any Unathite clergy; priests however are exclusively members of the Sk&#039;akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many priests are active participants in local politics and intrigue. Ever since the fall of the Church, much of what was considered &amp;quot;church land&amp;quot; was seized by enterprising lords--after the end of the civil war, the priests were able to hold on to some, but not all of their land. Th&#039;akh shamans have been unaffected by this change, though they always typically held much smaller tracts of land when compared to their Sk&#039;akh rivals, causing some tension. These roles are not gendered, though a priest or shaman&#039;s duties will change greatly based on their chosen gender.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healers&#039;&#039;&#039; or &#039;&#039;&#039;Riz&#039;akh&#039;&#039;&#039;  are, as their name implies, doctors. Like shamans, it takes many years studying and learning to become an official healer. A well-studied healer will typically swear allegiance to a noble clan (including their own clan) and treat for their clan only. Large noble clans have entire hospitals and multiple healers dedicated for their needs, while smaller clans may only employ one healer. This tradition has come to change, however--after the Contact War, the need for healers increased drastically due to the effects of radiation on Unathi. The Hegemon finances prospective healers to study abroad or at the Skalamar University of Medicine so that they may join public hospitals, paid at a similar (albeit lesser rate) than healers that are in service to a noble clan. Notably, even peasants have even been awarded this scholarship, though they must prove their skill at healing beforehand. The healer is the archetypically feminine role, with all in this position being considered women.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, known as &#039;&#039;&#039;Saa&#039;[clan]&#039;&#039;&#039;, are soldiers that fight under the banners of their Lords. They are seen as an ideal for male Unathi to strive for. They attach themselves to noble clans (including their own) and fight in that clan&#039;s conflicts, and clans are expected to give their warriors to the Hegemon in the event of war (provided it is not a civil war). Warriors are expected to follow the Warrior&#039;s Code perfectly. Warriors, like Healers, are pulled from the entirety of the populace, but it is up to that noble lord&#039;s discretion on who to promote. Warriors could be trained from birth in the family of the noble, a levyman that distinguishes himself in battle, or a random farmer forced into training--whatever the noble decides. Warriors, in peace time, guard their noble clan or serve in the Hegemony. Warriors are occasionally awarded land for their service, either by their overlord or the Hegemon himself. Warriors who attach themselves to the Hegemony himself and not any noble family are known as Kataphracts. The warrior is the archetypically male role, with all engaging in such activities being considered men.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphracts&#039;&#039;&#039; or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039;, are an ancient class of warriors that has recently been revived by Not’zar Izweski. They attach themselves to the Hegemony itself rather than a clan and follow the [[Unathi Honor|Warrior&#039;s Code of Honor]] strictly. When they are not summoned to do battle for the Izweski, Kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another Kataphract if they prove themselves in battle to be especially brave and worthy, though lords are hesitant to hand off their best warriors to the Hegemon. Women cannot become Kataphracts; only those that claim the soul of a warrior may become one. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; when referring to their rank, or &#039;&#039;&#039;Saa’Izweski&#039;&#039;&#039; when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Kataphracts as a result take to adventuring across the galaxy to earn credits and make their name, and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle. &lt;br /&gt;
&lt;br /&gt;
Besides their ventures in the frontier and Tau Ceti, the Kataphracts were purchased as mercenaries by the People’s Republic of Adhomai to fight in the [[Tajaran_Military_Structures#The_S&#039;rend&#039;marr_Coalition|S&#039;rend&#039;marr Coalition]]. They were utilized to primarily protect urban areas and officials. The Kataphracts suffered heavily in their deployment however, struggling to balance their precepts of honor with the harsh reality of guerilla war on Adhomai. Their experiences left them embittered against Tajara of the DPRA, a feeling many Hegemony clans would share following the [[Gakal&#039;zaal|Gakal&#039;zaal conflict]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039; or &#039;&#039;&#039;Zo’saa&#039;&#039;&#039;, are Unathi that have pledged themselves to the life of a Kataphract, yet are not appointed. They are warriors that have attached themselves to the Hegemony, but have not actually been appointed a Kataphract by the Hegemon. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways, in accompaniment with real Kataphracts. Many Kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and the goal of &amp;quot;Kataphract-hood&amp;quot;, tested against the well known trend of the star system to break down conservative Unathite beliefs. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a Kataphract.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spies&#039;&#039;&#039; or &#039;&#039;&#039;Zo&#039;kaa&#039;&#039;&#039;, occupy the same rank as the warriors for Unathi, being the female counterpart to the warrior caste. Similarly, while male Unathi look up to warriors as an ideal, women look up to spies with an equal amount of reverence. Spies, however, are in an often unique position - a majority often serve their Lords for whatever intelligence they are looking to collect, but can also be reached out to by spymasters should they be looking for dangerous elements, especially in outlying territories. Generally speaking, &#039;&#039;&#039;spies&#039;&#039;&#039; are often what humans consider to be detectives of sorts, and lower rank and file spies work as investigators. Some spies specialize in gathering information through subtle questioning and incentivizing cooperation, while others are masters in infiltration and blending in. This is a traditionally feminine position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spymasters&#039;&#039;&#039; or &#039;&#039;&#039;Kaa&#039;&#039;&#039;, are those that gain a reputation by word of mouth between those that would seek their employment - namely, powerful Lords, merchants, priests, and other figures of influential clans. Such spymasters become operators themselves of other spies, using their experience to give potential leads, offer guidance to newer spies, and take up larger work from the Izweski Hegemony. Spies themselves do not attach themselves to specific clans, and are instead forced to serve whomever their spymaster decrees.&lt;br /&gt;
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&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local Lord or Guildmaster before being considered as such and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class. Guildsmen can be men, women or fishers; with fishers commonly making up the bulk of a Guild&#039;s labor force while women usually are the outward face of any aspects regarding external business. There are a few exceptions, but those that stray from these norms within Unathite culture are shunned and face a more difficult uphill battle in gaining recognition and becoming successful. Peasants who work for guilds are not considered guildsmen. Following the rise of Hephaestus Industries, most guildsmen are considered Hephaestus employees. This is a non-gendered role, though this depends on guild - members of mercenary guilds are considered male, while members of medical guilds are considered female and most productive guilds would be considered as fishers.&lt;br /&gt;
&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Izweski feudalism.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasants&#039;&#039;&#039; are the bottom rung of society, and are by far the largest. This group comprises traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living in slums and working in guild factories. Peasants have zero political power and are at the mercy of their overlords. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land. Peasants only have meager influence when organized into clans, in which they can appeal for better things to their lord or guild, like a crude worker&#039;s union. This is how peasants ascend to the middle class, though they are still at the whims of their lord--and if a lord or guild dislikes what you or your clan is doing, you will be immediately stomped out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Hegemony society. As punishment for their crimes, they are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever-advancing upwards. They typically work the worst jobs and sleep on the street, as they are not allowed to own property. Aut&#039;akh usually end up in this caste as well, as most of them are denounced by their clan or Lord. The only chance that a Guwan has to ever lose their status is to be adopted into another clan or proven innocent of their crimes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gender Roles ===&lt;br /&gt;
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&lt;br /&gt;
Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one &#039;&#039;is&#039;&#039;, but something that one &#039;&#039;does&#039;&#039;. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.&lt;br /&gt;
&lt;br /&gt;
Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the [[Tza Prairie]], indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.&lt;br /&gt;
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The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Warrior&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the [[Unathi Honor|Warriors&#039; Code]]. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Healer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the [[Unathi Honor|Matriarch&#039;s Code]] has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.&lt;br /&gt;
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&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.&lt;br /&gt;
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&#039;&#039;&#039;Non-Gendered Roles&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have largely been warriors, though with a few notable exceptions. Hegemon Ayzi Sarakus is historically recorded as a fisher, and there have been several recorded healers and fishers to have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.&lt;br /&gt;
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One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.&lt;br /&gt;
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In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.&lt;br /&gt;
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&#039;&#039;&#039;Changing Gender&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.&lt;br /&gt;
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In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the [[Unathi_Educational_Institutions#Skalamar_University_of_Medicine|Skalamar University of Medicine]] and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the [[Izweski Heartland]] and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.&lt;br /&gt;
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&#039;&#039;&#039;Outside the Gender Trinary&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.&lt;br /&gt;
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Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.&lt;br /&gt;
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&#039;&#039;&#039;Gender and Aliens&#039;&#039;&#039;&lt;br /&gt;
To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as [[Skrell]], [[Vaurca|Vaurcae]] or [[Dionae]], this is generally less of an issue.&lt;br /&gt;
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On [[Ouerea]], a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.&lt;br /&gt;
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Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found [[Moghresian Dionae|here]].&lt;br /&gt;
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Most [[Unathi in Dominia|Dominian Unathi]] have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the [[Moroz Holy Tribunal|Holy Tribunal]] - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.&lt;br /&gt;
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=== Relationships and Marriage ===&lt;br /&gt;
Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under [[Sk&#039;akh]], clans are capable of securing peace and strength.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled. The Hegemony rules all.]]&lt;br /&gt;
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Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a &#039;&#039;&#039;two fishers, or two different genders&#039;&#039;&#039; is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between &#039;&#039;&#039;two men&#039;&#039;&#039; links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between &#039;&#039;&#039;two women&#039;&#039;&#039; is a call for the Aspect of the Healer, and is thought to bring stability and kindness.&lt;br /&gt;
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Divorces in the Izweski Hegemony must be requested through the Sk&#039;akh Church, where a member of the clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses&#039; clan - a woman is often seen as being unable to do something so violent against another soul.&lt;br /&gt;
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Oftentimes, &#039;&#039;&#039;Marriage Competitions&#039;&#039;&#039; are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, women display acts of debate or healing, and fishers display skilled craftsmanship. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best two are fated for each other.&lt;br /&gt;
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==Military==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Military Structure]], [[Unathi Honor]]&#039;&#039;&lt;br /&gt;
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Most major nobles have standing personal forces, which are augmented by levies in times of war. Following the end of the Contact War, many levied troops have remained in the service of the Izweski, having lost homelands to return to. Outside of the levy system, the Hegemony maintains a professional navy to project power on the interstellar scale - though it is currently suffering great difficulty from the phoron scarcity, which has rendered outlying colonies vulnerable to pirate raids and the inability to defend against attack from other regional powers such as Elyra or Dominia.&lt;br /&gt;
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The Kataphract Guild acts as the personal force of the Hegemon when called, though they act as mercenaries in peacetime. They are highly-trained and well-equipped fighters, though they abide by the Warrior&#039;s code with a level of dedication that would make even the most zealous of ordinary Sinta look twice. Though their insistence on honorable tactics has often caused them difficulties - particularly in their involvement with the S&#039;rand&#039;marr Coalition - the Kataphracts are widely regarded as some of the finest fighters in the Orion Spur.&lt;br /&gt;
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Though technically the standing levies of High Queen Zkaii, the K&#039;lax are also a major contributor to Izweski military power, with legions of K&#039;laxan warriors and the support of enormous specialized warforms acting as a major force multiplier for Hegemony ground forces. The Lord-Admiral Za&#039;Akaix&#039;Xitac K&#039;lax commands all the Hegemony&#039;s currently-mobile vessels, and their alien intelligence and connection to the Cephalon network has given them a reputation as an undefeatable commander - a reputation which has yet to be disproven.&lt;br /&gt;
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==Technology==&lt;br /&gt;
&#039;&#039;See also: [[Unathi Spaceflight]]&#039;&#039;&lt;br /&gt;
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Prior to first contact, Izweski technology was slightly ahead of twenty-first century Earth - though far more stratified in its distribution. Luxuries such as air travel, automobiles, television and advanced medicine were reserved for the nobility, while the peasantry made do with outdated and relatively primitive equipment. Nuclear weapons were widely distributed over Moghes, with both the Hegemony and the more powerful independent nations having access to nuclear-capable ICBMs. It was generally believed that the possibility of mutual destruction would act as a balancing factor against war - though this would not prove to be the case. The Izweski space program had progressed rapidly, with the first colonists landing on Ouerea in 2390.&lt;br /&gt;
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The introduction of alien technology changed Moghes rapidly - extranet connections and holoscreens are common across the urban centers of Moghes, advanced medicines such as dexalin and ryetalyn can be acquired through the House of Medicine, and the Izweski navy is outfitted with high-quality laser rifles and the advanced hardsuits known as &#039;breachers&#039;. Nobles in the Untouched Lands enjoy a quality of life on par with that found anywhere in the Spur, and increasing social mobility means that many peasants have found hope that one day, they too will enjoy the full benefits of the modern age. The introduction of Vaurcae to the Hegemony has also brought new technological advances, such as the now-commonplace energy-based melee weapons and the establishment of gene clinics to treat the genetic defects caused by lingering radiation.&lt;br /&gt;
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Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a village and how well they can fish and hunt. Due to the distance from city centers, essential supplies like medicine are hard to come by locally and, more often than not, expensive. Access to domesticated threshbeasts, railroads, and the occasional car allows for travel to nearby tradeposts, so even though such supplies are expensive to import, one can still obtain them if they have enough coin. These threshbeasts also allow those that work skilled labor to exchange information on techniques to work trades in the city.&lt;br /&gt;
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Each rural town generally has a radio so important news, orders from a Clan Lord, weather forecasts, and the like can be broadcast to the clan leader in the village. Often times, over the radio is how many rural Unathi receive statements from Not&#039;zar, and most have not seen a likeness of him. Cheap holoscreens are becoming increasingly common in rural areas, and the wealthier peasant clans sometimes can afford to buy more than one car. The most advanced aspect of life for rural clans is the aquaponics system, one that Hephaestus engineers have helped develop to maximize livability for fish in these farms. Most Lords and Clan Lords see to it these systems remain up to date as possible, else starvation and minimal profits will be turned from a given clan.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Lent23</name></author>
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